Yow is this Custom script: call UnitAddAirborne(GetEnumUnit(), 500, 1)
the only thing that I should put in order to send a unit into airborne?
Like this?
Ground Smash Stun
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ground Smash (Wood Golem)
Actions
-------- ------------------------------------------------------------------------------------------------- --------
-------- Getting the Spell constants --------
-------- ------------------------------------------------------------------------------------------------- --------
Set Temp_Unit = (Triggering unit)
Set Temp_Location = (Position of Temp_Unit)
Set TempPlayer = (Owner of Temp_Unit)
Set Temp_Stats = (Strength of Temp_Unit (Include bonuses))
Set Temp_Ability_Level = (Level of (Ability being cast) for Temp_Unit)
Set TempAbility = Ground Smash Stun (Dummy Ability)
-------- ------------------------------------------------------------------------------------------------- --------
-------- Setting the Spell values --------
-------- ------------------------------------------------------------------------------------------------- --------
Set Temp_Value = (70.00 x (Real(Temp_Ability_Level)))
Set Temp_Total_Value = (Temp_Value + (0.30 x (Real(Temp_Stats))))
Set Temp_Group = (Units within 300.00 of Temp_Location matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Owner of (Matching unit)) is an enemy of TempPlayer) Equal to True) and (((Matching unit) is Magic Immune
-------- ------------------------------------------------------------------------------------------------- --------
-------- Generating a unit group --------
Unit Group - Pick every unit in Temp_Group and do (Actions)
Loop - Actions
Unit - Create 1 Dummy Unit for TempPlayer at Temp_Location facing Default building facing degrees
Set Temp_Dummy = (Last created unit)
Unit - Add a 1.50 second Generic expiration timer to Temp_Dummy
Unit - Add TempAbility to Temp_Dummy
Unit - Set level of TempAbility for Temp_Dummy to Temp_Ability_Level
Unit - Order Temp_Dummy to Neutral - Firebolt (Picked unit)
Unit - Cause Temp_Unit to damage (Picked unit), dealing Temp_Total_Value damage of attack type Normal and damage type Normal
Custom script: call UnitAddAirborne(GetEnumUnit(), 500, 1)
-------- ------------------------------------------------------------------------------------------------- --------
-------- Clearing leaks --------
-------- ------------------------------------------------------------------------------------------------- --------
Custom script: call RemoveLocation(udg_Temp_Location)
Custom script: call DestroyGroup(udg_Temp_Group)
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Anyway it works fine, I just want to clarify.