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Thunder Blade v1.01 GUI

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Reactions: Klingo
Wheeee.. I was bored and remembered some spell..
It goes off at 0:42, if you care.

So I decided to take this spell to wc3 and polish it a bit.. here's the outcome:

-The spell is completely made by myself without any help/imports/bugabuse/etc..
-If you want to use it in your map, please credit me - if you don't, you fail at life.
-The spell is MUI/GUI/epic without indexing/hashtables and multiboards :eek:
-Jass-Version will follow for sure as soon at I got my jasshelper back to work -.-

1604851213123513691200970.png
Thunder Blade

Conjures an electrified lance out of the sky to stab the targeted unit.
On impact, all units in the area of effect are temporarily paralyzed and damaged as well.

v1.01:
-Fixed the hotkey

v1.1:
-Did what TRD said


Keywords:
epic, spell, lightning, tales of the abyss, squiggy, lulz, mui, gui, thunder blade, electric, paralyze
Contents

Thunder Blade v1.0 (Map)

Reviews
21:53, 4th Dec 2009 The_Reborn_Devil: The triggering looks very nice and there are no leaks as far as I can see :D And the things I mentioned have been fixed too. It's a pretty neat spell, but maybe a bit too many effects? :D Nah, just kidding...

Moderator

M

Moderator

21:53, 4th Dec 2009
The_Reborn_Devil:

The triggering looks very nice and there are no leaks as far as I can see :D
And the things I mentioned have been fixed too.
It's a pretty neat spell, but maybe a bit too many effects? :D
Nah, just kidding ^^ and there are many who actually like it :p

Status: Approved
Rating: Recommended
 
-The spell is completely made by myself without any help/imports/bugabuse/etc..
Umm? Even if help, what's so bad about it?
-If you want to use it in your map, please credit me - if you don't, you fail at life.
Calm down, most won't, even if you abuse them.

-The spell is MUI/GUI/epic without indexing/hashtables and multiboards :eek:
Because its instant...

-Jass-Version will follow for sure as soon at I got my jasshelper back to work -.-
Sometimes its enough to just have a GUI version.
 
Level 7
Joined
Sep 8, 2009
Messages
90
This spell is buggy the paralyze sometimes activates 3-4 seconds after the explosion and the units aren`t even stunned.I haven`t looked in the code but it seems that you have leak somewhere because it started to lag after i made the spell 10-15 times at one position.Didn`t tested if it is MUI.Otherwise good effects just look at the triggers again cuz i`m bored to check them right now
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
@the spell

No point in this:
  • Custom script: call DestroyGroup(udg_TB_dummygrp2)
Having a global group destroyed makes global groups useless imo.
This is 1 group that shouldn't be destroyed as it is constantly used, destroying and recreating it everytime when you cast a spell and there are no active spell instances currently running, no point in that :p
Anyway squiggy, possible improvements:
-reduce the excess of SFX
-add a SFX modulator, so others users can define if they want so much SFX(example a simple integer variable which controls the effect spawning).
-make SFX configurable(add string variables with it's paths)
-a single arrayed group variable would reduce the number of group variables(not important though, personal taste)
-same for locations
EDIT:
TB_x variable isn't needed, you could have used integer A:
700 + (50*Integer A)

Also you should decide whether you are going to make a spell fully configurable at start :p

Pause can bug, use UnitStatus library and just call a proper stun.
*if you can't find it i can post you it's code here*

Hope you find this constructive :p
 
Level 28
Joined
Mar 25, 2008
Messages
2,955
This is 1 group that shouldn't be destroyed as it is constantly used, destroying and recreating it everytime when you cast a spell and there are no active spell instances currently running, no point in that :p
I think that's why I turn the trigger off when there are no more instances.
-reduce the excess of SFX
No

Pause can bug, use UnitStatus library and just call a proper stun.
*if you can't find it i can post you it's code here*
I think I'll be going with calling some dummy to use thunderclap.
When it comes to the jass-version, I'll do it with that unitstatus sine thae currwent version is gui and I want to have as much gui as possible in it.
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
Squiggy said:
I think I'll be going with calling some dummy to use thunderclap.

I think you meant storm bolt or war stomp, thunderclap doesn't stun ^^

Squiggy said:
-reduce the excess of SFX

No

Oh well guess it is your style, i like my spells smooth and not so visual :p

Anyway even though the spell is simple in idea way, it is a nice recreation made from that vid, gj.
 
Level 28
Joined
Mar 25, 2008
Messages
2,955
I think you meant storm bolt or war stomp, thunderclap doesn't stun ^^
Guess so.. I'm not that familiar with wc3 anymore than I used to be.
There shouldn't be a requirement for pc speed, else the spell is just awful programmed.
It's gui...
Oh well guess it is your style, i like my spells smooth and not so visual :p
ZOMGMOARSFX
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
The main problem in not only this spell, mostly in all lightning one based is that the thunder clap effect is awesome BUT it can make a computer lag NOT because of the effect itself, but because of the ubersplat it creates.
Having a version without an ubersplat would reduce the lag it can create drasticaly (afaik).

EDIT:

Making this an angled pierce would make it look cooler :p
Also the lance is "fat", lances are usualy gracial slim weapons, this is more a cannon.
 
Level 28
Joined
Mar 25, 2008
Messages
2,955
The main problem in not only this spell, mostly in all lightning one based is that the thunder clap effect is awesome BUT it can make a computer lag NOT because of the effect itself, but because of the ubersplat it creates.
Having a version without an ubersplat would reduce the lag it can create drasticaly (afaik).

EDIT:

Making this an angled pierce would make it look cooler :p
Also the lance is "fat", lances are usualy gracial slim weapons, this is more a cannon.
You're right - the sole good-looking lightning effect is the thunderclap.
About the measurements of the 'lance' - I'll try some things..
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
pff, no offense Squiggy, it isn't your fault, but there are hundreds of older spells that aren't aproved or even reviewed and we again have a case when moderators favours other users, and review their spells before the others :p

It is sad to see that to get your spell reviewed you must be a friend with a spell moderator...

[sorry for saying this in your spell Squiggy, it has nothing to do with you]
 
Level 28
Joined
Mar 25, 2008
Messages
2,955
pff, no offense Squiggy, it isn't your fault, but there are hundreds of older spells that aren't aproved or even reviewed and we again have a case when moderators favours other users, and review their spells before the others :p

It is sad to see that to get your spell reviewed you must be a friend with a spell moderator...

[sorry for saying this in your spell Squiggy, it has nothing to do with you]
Well he told me that he wanted to review it - I don't think that such a thing is sad but rather a sign that my work is apprechiated by people ;)
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
Squiggy said:
Well he told me that he wanted to review it - I don't think that such a thing is sad but rather a sign that my work is apprechiated by people ;)

Yeah, you make nice spells, but moderators should review spells in the order they are uploaded, not in the way they want to(or correct me if i am wrong).

If a guy who uploaded a spell 2 month ago sees your spell reviewed 2 days after uploading while his still isn't even reviewed(not talking about aproving), he will either feel insulted,angry or just understand that it is unjust.

Do we want to give away the feeling that you should be a friend with the moderators just to get your stuff even looked upon? =\

Anyway not gonna argue here, it isn't a place nor the time...
Just felt like saying what i want.
 
Level 15
Joined
Sep 3, 2009
Messages
1,521
you cant deny what king is saying as it is completely true. i have 2 systems uploaded about 2 months ago but they havent been even looked at. i asked triggerhappy if he could take a look he told me --i dont do review requests i do them as i see them. --
sorry. but i like the spell good special effects. id give it a recommended 4/5.
 
Level 14
Joined
Dec 29, 2009
Messages
931
I'm having trouble. As far as I can tell, I've copied everything right. I've copied all four abilities, both buffs, and the 3 dummies.. as well as the triggering.



  • tb1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Thunder Blade
    • Actions
      • Set TB_temppoint1 = (Position of (Target unit of ability being cast))
      • -------- - --------
      • -------- This is the height at which the 'lance' should begin to be formed. --------
      • Set TB_x = 700.00
      • -------- - --------
      • -------- Some damage.. --------
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing ((Real((Level of Thunder Blade for (Triggering unit)))) x 45.00) damage of attack type Chaos and damage type Universal
      • -------- - --------
      • -------- And here we create 15 dummies, one every 50 height units. --------
      • For each (Integer A) from 1 to 15, do (Actions)
        • Loop - Actions
          • Unit - Create 1 tb.dummy for (Owner of (Triggering unit)) at TB_temppoint1 facing (Random angle) degrees
          • Unit - Set level of TB_Carrier for (Last created unit) to (Level of Thunder Blade for (Triggering unit))
          • Animation - Change (Last created unit) flying height to (TB_x + 50.00) at 0.00
          • Animation - Change (Last created unit) flying height to 0.00 at 2000.00
          • Unit - Add a 0.90 second Generic expiration timer to (Last created unit)
          • Set TB_x = (TB_x + 50.00)
      • Set TB_x = 0.00
      • Custom script: call RemoveLocation(udg_TB_temppoint1)
      • -------- - --------
      • -------- After resetting all values and cleaning those leaks, we move on to 'tb2' --------



  • tb2
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Unit-type of (Triggering unit)) Equal to tb.dummy) or ((Unit-type of (Triggering unit)) Equal to tb.dummy3)
    • Actions
      • -------- - --------
      • -------- As this trigger has multiple purposes (look at the comment), we check which unit is dead now. --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to tb.dummy
        • Then - Actions
          • -------- - --------
          • -------- In case that it's our 'lance', we create one more dummy with the lightning shield model facing randomly --------
          • Set TB_temppoint1 = (Position of (Triggering unit))
          • Unit - Create 1 tb.dummy3 for (Owner of (Triggering unit)) at TB_temppoint1 facing (Random angle) degrees
          • Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
          • -------- - --------
          • -------- Now we pause all enemy units --------
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within (((Real((Level of TB_Carrier for (Triggering unit)))) x 100.00) + 200.00) of TB_temppoint1 matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) and do (Unit - Pause (Picked unit))
          • Animation - Play (Last created unit)'s birth large animation
          • Animation - Change (Last created unit)'s animation speed to 50.00% of its original speed
          • Special Effect - Create a special effect at TB_temppoint1 using Abilities\Spells\Undead\Unsummon\UnsummonTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • -------- - --------
          • -------- Here, we check for any 'still alive' part of the lanceand if there is, we create the said dummies we want to move --------
          • Set TB_dummygrp = (Units within 100.00 of TB_temppoint1 matching ((Unit-type of (Matching unit)) Equal to tb.dummy))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in TB_dummygrp) Greater than or equal to 1
            • Then - Actions
              • Special Effect - Create a special effect at TB_temppoint1 using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Create 1 tb.dummy2 for (Owner of (Triggering unit)) at TB_temppoint1 facing (TB_x + 36.00) degrees
              • Unit - Set level of TB_dummydamage for (Last created unit) to (Level of TB_Carrier for (Triggering unit))
              • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
              • Set TB_x = (TB_x + 36.00)
              • -------- - --------
              • -------- Last, but not least, we turn on the periodic trigger to make the dummies move. --------
              • Trigger - Turn on tbper <gen>
            • Else - Actions
          • Custom script: call DestroyGroup(udg_TB_dummygrp)
          • Custom script: call RemoveLocation(udg_TB_temppoint1)
        • Else - Actions
          • -------- - --------
          • -------- IF the dead unit wasn't our 'lance' but the lightning shiled, we remove it from the whole map. --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Triggering unit)) Equal to tb.dummy3
            • Then - Actions
              • Set TB_temppoint1 = (Position of (Triggering unit))
              • Unit - Remove (Triggering unit) from the game
              • -------- - --------
              • -------- and now, we let the enemies regain their liberty and move around. --------
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in (Units within 700.00 of TB_temppoint1 matching (((Matching unit) has buff Paralyze ) Equal to True)) and do (Actions)
                • Loop - Actions
                  • Unit - Remove Paralyze buff from (Picked unit)
                  • Unit - Unpause (Picked unit)
              • Custom script: call RemoveLocation(udg_TB_temppoint1)
            • Else - Actions
          • -------- - --------
          • -------- Almost done. One more - 'tbper' --------



  • tbper
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • -------- - --------
      • -------- First, we check if there are any dummies on the field which are moving and if not, we turn this trigger off. --------
      • Set TB_dummygrp2 = (Units of type Tavern)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in TB_dummygrp2) Greater than 0
        • Then - Actions
          • -------- - --------
          • -------- If there are any, we add the custom value by the distance they travel. That is, easily said a simple way to make them stop once they reach the end of the area of effect. --------
          • -------- Since the CV will turn 500 once, which is the aoe, the dummy will stop. --------
          • Unit Group - Pick every unit in TB_dummygrp2 and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of (Picked unit)) Less than or equal to (((Level of TB_dummydamage for (Picked unit)) x 100) + 200)
                • Then - Actions
                  • Set TB_temppoint1 = (Position of (Picked unit))
                  • Set TB_temppoint2 = (TB_temppoint1 offset by 25.00 towards (Facing of (Picked unit)) degrees)
                  • Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) + 25)
                  • Unit - Move (Picked unit) instantly to TB_temppoint2
                  • Custom script: call RemoveLocation(udg_TB_temppoint2)
                  • Custom script: call RemoveLocation(udg_TB_temppoint1)
                • Else - Actions
                  • -------- - --------
                  • -------- So, when it reaches the aoe, we add some effects --------
                  • Set TB_temppoint1 = (Position of (Picked unit))
                  • Special Effect - Create a special effect at TB_temppoint1 using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Special Effect - Create a special effect at TB_temppoint1 using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • -------- - --------
                  • -------- And remove the moving dummy --------
                  • Unit - Remove (Picked unit) from the game
                  • Custom script: call RemoveLocation(udg_TB_temppoint1)
              • -------- - --------
              • -------- This is the electric trace the dummies leave behind... --------
              • Special Effect - Create a special effect at TB_temppoint2 using Abilities\Spells\Items\AIlb\AIlbSpecialArt.mdl
              • Special Effect - Destroy (Last created special effect)
        • Else - Actions
          • Trigger - Turn off (This trigger)
      • Custom script: call DestroyGroup(udg_TB_dummygrp2)
      • -------- - --------
      • -------- Congratulations, you made it. --------
      • -------- Have fun and don't hesistate to give me some credits ;) //Squiggy --------



The problem is... That when my hero casts the ability Thunder Blade, the lance comes down and the effects go off, except instead of forming a circle of effects around the lance, they all spawn at the same time in the middle, where the lance came down.

Can someone help me?

EDIT: This is to compare the triggers.



  • tb1
  • Events
  • Unit - A unit Starts the effect of an ability
  • Conditions
  • (Ability being cast) Equal to Thunder Blade
  • Actions
  • Set TB_temppoint1 = (Position of (Target unit of ability being cast))
  • -------- - --------
  • -------- This is the height at which the 'lance' should begin to be formed. --------
  • Set TB_x = 700.00
  • -------- - --------
  • -------- Some damage.. --------
  • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing ((Real((Level of Thunder Blade for (Triggering unit)))) x 45.00) damage of attack type Chaos and damage type Universal
  • -------- - --------
  • -------- And here we create 15 dummies, one every 50 height units. --------
  • For each (Integer A) from 1 to 15, do (Actions)
  • Loop - Actions
  • Unit - Create 1 tb.dummy for (Owner of (Triggering unit)) at TB_temppoint1 facing (Random angle) degrees
  • Unit - Set level of TB_Carrier for (Last created unit) to (Level of Thunder Blade for (Triggering unit))
  • Animation - Change (Last created unit) flying height to (TB_x + 50.00) at 0.00
  • Animation - Change (Last created unit) flying height to 0.00 at 2000.00
  • Unit - Add a 0.90 second Generic expiration timer to (Last created unit)
  • Set TB_x = (TB_x + 50.00)
  • Set TB_x = 0.00
  • Custom script: call RemoveLocation(udg_TB_temppoint1)
  • -------- - --------
  • -------- After resetting all values and cleaning those leaks, we move on to 'tb2' --------



  • tb2
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Unit-type of (Triggering unit)) Equal to tb.dummy) or ((Unit-type of (Triggering unit)) Equal to tb.dummy3)
    • Actions
      • -------- - --------
      • -------- As this trigger has multiple purposes (look at the comment), we check which unit is dead now. --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to tb.dummy
        • Then - Actions
          • -------- - --------
          • -------- In case that it's our 'lance', we create one more dummy with the lightning shield model facing randomly --------
          • Set TB_temppoint1 = (Position of (Triggering unit))
          • Unit - Create 1 tb.dummy3 for (Owner of (Triggering unit)) at TB_temppoint1 facing (Random angle) degrees
          • Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
          • -------- - --------
          • -------- Now we pause all enemy units --------
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within (((Real((Level of TB_Carrier for (Triggering unit)))) x 100.00) + 200.00) of TB_temppoint1 matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) and do (Unit - Pause (Picked unit))
          • Animation - Play (Last created unit)'s birth large animation
          • Animation - Change (Last created unit)'s animation speed to 50.00% of its original speed
          • Special Effect - Create a special effect at TB_temppoint1 using Abilities\Spells\Undead\Unsummon\UnsummonTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • -------- - --------
          • -------- Here, we check for any 'still alive' part of the lanceand if there is, we create the said dummies we want to move --------
          • Set TB_dummygrp = (Units within 100.00 of TB_temppoint1 matching ((Unit-type of (Matching unit)) Equal to tb.dummy))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in TB_dummygrp) Greater than or equal to 1
            • Then - Actions
              • Special Effect - Create a special effect at TB_temppoint1 using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Create 1 tb.dummy2 for (Owner of (Triggering unit)) at TB_temppoint1 facing (TB_x + 36.00) degrees
              • Unit - Set level of TB_dummydamage for (Last created unit) to (Level of TB_Carrier for (Triggering unit))
              • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
              • Set TB_x = (TB_x + 36.00)
              • -------- - --------
              • -------- Last, but not least, we turn on the periodic trigger to make the dummies move. --------
              • Trigger - Turn on tbper <gen>
            • Else - Actions
          • Custom script: call DestroyGroup(udg_TB_dummygrp)
          • Custom script: call RemoveLocation(udg_TB_temppoint1)
        • Else - Actions
          • -------- - --------
          • -------- IF the dead unit wasn't our 'lance' but the lightning shiled, we remove it from the whole map. --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Triggering unit)) Equal to tb.dummy3
            • Then - Actions
              • Set TB_temppoint1 = (Position of (Triggering unit))
              • Unit - Remove (Triggering unit) from the game
              • -------- - --------
              • -------- and now, we let the enemies regain their liberty and move around. --------
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in (Units within 700.00 of TB_temppoint1 matching (((Matching unit) has buff Paralyze ) Equal to True)) and do (Actions)
                • Loop - Actions
                  • Unit - Remove Paralyze buff from (Picked unit)
                  • Unit - Unpause (Picked unit)
              • Custom script: call RemoveLocation(udg_TB_temppoint1)
            • Else - Actions
          • -------- - --------
          • -------- Almost done. One more - 'tbper' --------



  • tbper
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • -------- - --------
      • -------- First, we check if there are any dummies on the field which are moving and if not, we turn this trigger off. --------
      • Set TB_dummygrp2 = (Units of type tb.dummy2)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in TB_dummygrp2) Greater than 0
        • Then - Actions
          • -------- - --------
          • -------- If there are any, we add the custom value by the distance they travel. That is, easily said a simple way to make them stop once they reach the end of the area of effect. --------
          • -------- Since the CV will turn 500 once, which is the aoe, the dummy will stop. --------
          • Unit Group - Pick every unit in TB_dummygrp2 and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of (Picked unit)) Less than or equal to (((Level of TB_dummydamage for (Picked unit)) x 100) + 200)
                • Then - Actions
                  • Set TB_temppoint1 = (Position of (Picked unit))
                  • Set TB_temppoint2 = (TB_temppoint1 offset by 25.00 towards (Facing of (Picked unit)) degrees)
                  • Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) + 25)
                  • Unit - Move (Picked unit) instantly to TB_temppoint2
                  • Custom script: call RemoveLocation(udg_TB_temppoint2)
                  • Custom script: call RemoveLocation(udg_TB_temppoint1)
                • Else - Actions
                  • -------- - --------
                  • -------- So, when it reaches the aoe, we add some effects --------
                  • Set TB_temppoint1 = (Position of (Picked unit))
                  • Special Effect - Create a special effect at TB_temppoint1 using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Special Effect - Create a special effect at TB_temppoint1 using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • -------- - --------
                  • -------- And remove the moving dummy --------
                  • Unit - Remove (Picked unit) from the game
                  • Custom script: call RemoveLocation(udg_TB_temppoint1)
              • -------- - --------
              • -------- This is the electric trace the dummies leave behind... --------
              • Special Effect - Create a special effect at TB_temppoint2 using Abilities\Spells\Items\AIlb\AIlbSpecialArt.mdl
              • Special Effect - Destroy (Last created special effect)
        • Else - Actions
          • Trigger - Turn off (This trigger)
      • Custom script: call DestroyGroup(udg_TB_dummygrp2)
      • -------- - --------
      • -------- Congratulations, you made it. --------
      • -------- Have fun and don't hesistate to give me some credits ;) //Squiggy --------

 
Last edited:
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