Name | Type | is_array | initial_value |
AutoAimBoolean | boolean | Yes | |
AutoAimGroup | group | No | |
AutoAimLocation | location | No | |
AutoAimLocation1 | location | No | |
AutoAimUnit | unit | No | |
AutoAimUnit1 | unit | No | |
ExplosionSFX | string | Yes | |
FlamethrowerCaster | unit | No | |
FlamethrowerDummy2 | unit | No | |
FlamethrowerGroup | group | No | |
FlamethrowerLocations | location | Yes | |
FlamethrowerTemp | unit | No | |
FlamethrowerTimer | timer | No | |
MissileDamageGroup | group | No | |
MissileDamageGroup1 | group | No | |
MissileGroup | group | No | |
MissilePlayer | player | No | |
MissileTempLocation | location | Yes | |
MissileTempUnit | unit | No | |
MissileTempUnit2 | unit | No | |
MissileTimer | timer | No |
//TESH.scrollpos=0
//TESH.alwaysfold=0
function Trig_Shoot_Bullet_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A000'
endfunction
function Trig_Shoot_Bullet_Actions takes nothing returns nothing
local unit caster = GetTriggerUnit()
local real X = GetUnitX(caster)
local real Y = GetUnitY(caster)
local real facing = GetUnitFacing(caster)
local real X2 = X + 30 * Cos(facing * bj_DEGTORAD)
local real Y2 = Y + 30 * Sin(facing * bj_DEGTORAD)
local player owner = GetOwningPlayer(caster)
local unit dummy = CreateUnit( owner, 'h001', X2, Y2, facing)
call GroupAddUnit(udg_MissileGroup, dummy) //This is the special, you just need to add the unit to the MissileGroup and it gets shot.
set caster = null
set owner = null
set dummy = null
endfunction
//===========================================================================
function InitTrig_Shoot_Bullet takes nothing returns nothing
set gg_trg_Shoot_Bullet = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Shoot_Bullet, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Shoot_Bullet, Condition( function Trig_Shoot_Bullet_Conditions ) )
call TriggerAddAction( gg_trg_Shoot_Bullet, function Trig_Shoot_Bullet_Actions )
endfunction
//TESH.scrollpos=0
//TESH.alwaysfold=0
function Trig_Shoot_Rocket_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A002'
endfunction
function Trig_Shoot_Rocket_Actions takes nothing returns nothing
local unit caster = GetTriggerUnit()
local real X = GetUnitX(caster)
local real Y = GetUnitY(caster)
local real facing = GetUnitFacing(caster)
local real X2 = X + 30 * Cos(facing * bj_DEGTORAD)
local real Y2 = Y + 30 * Sin(facing * bj_DEGTORAD)
local player owner = GetOwningPlayer(caster)
local unit dummy = CreateUnit( owner, 'h000', X2, Y2, facing)
call GroupAddUnit(udg_MissileGroup, dummy) //This is the special, you just need to add the unit to the MissileGroup and it gets shot.
set caster = null
set owner = null
set dummy = null
endfunction
//===========================================================================
function InitTrig_Shoot_Rocket takes nothing returns nothing
set gg_trg_Shoot_Rocket = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Shoot_Rocket, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Shoot_Rocket, Condition( function Trig_Shoot_Rocket_Conditions ) )
call TriggerAddAction( gg_trg_Shoot_Rocket, function Trig_Shoot_Rocket_Actions )
endfunction
//TESH.scrollpos=0
//TESH.alwaysfold=0
function Trig_Send_Shockwave_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A004'
endfunction
function Trig_Send_Shockwave_Actions takes nothing returns nothing
local unit caster = GetTriggerUnit()
local real X = GetUnitX(caster)
local real Y = GetUnitY(caster)
local real facing = GetUnitFacing(caster)
local real X2 = X + 30 * Cos(facing * bj_DEGTORAD)
local real Y2 = Y + 30 * Sin(facing * bj_DEGTORAD)
local player owner = GetOwningPlayer(caster)
local unit dummy = CreateUnit( owner, 'h002', X2, Y2, facing)
call GroupAddUnit(udg_MissileGroup, dummy) //This is the special, you just need to add the unit to the MissileGroup and it gets shot.
set caster = null
set owner = null
set dummy = null
endfunction
//===========================================================================
function InitTrig_Send_Shockwave takes nothing returns nothing
set gg_trg_Send_Shockwave = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Send_Shockwave, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Send_Shockwave, Condition( function Trig_Send_Shockwave_Conditions ) )
call TriggerAddAction( gg_trg_Send_Shockwave, function Trig_Send_Shockwave_Actions )
endfunction