- Joined
- Jan 6, 2008
- Messages
- 2,627
Hi, I got 2 of spells, that f0rsAk3n gave me, i CnP'd the first spell and edited the model file of the dummy.
Then there got a problem. When i go ingame and press one of the abilities, bot will happen At the same time
Even the model's gets inside each other. But the spell itself is working.
What is the problem?
Then there got a problem. When i go ingame and press one of the abilities, bot will happen At the same time
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Storm Bolt
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Storm Bolt
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Actions
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-------- ============================== --------
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-------- Casting Unit --------
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-------- ============================== --------
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Set Temp_Unit[2] = (Triggering unit)
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Animation - Play Temp_Unit[2]'s Victory animation
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-------- ============================== --------
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-------- Position of Casting Unit --------
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-------- ============================== --------
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Set Temp_Pos[1] = (Position of (Triggering unit))
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-------- ============================== --------
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-------- The angle he's facing, aka the angle the storm bolt will fly :P --------
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-------- ============================== --------
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Set Temp_Real = (Facing of (Triggering unit))
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-------- ============================== --------
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-------- The offset, so the the unit dont get summoned in the middle of the hero. --------
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-------- ============================== --------
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Set Temp_Pos[2] = (Temp_Pos[1] offset by 80.00 towards Temp_Real degrees)
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-------- ============================== --------
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-------- Setting up the storm Bolt, change the Generic Expiration timer to make it go further --------
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-------- ============================== --------
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Unit - Create 1 Dummy - Hammer for (Owner of (Triggering unit)) at Temp_Pos[2] facing Temp_Real degrees
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Unit - Add a 2.20 second Generic expiration timer to (Last created unit)
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Unit - Turn collision for (Last created unit) Off
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-------- ============================== --------
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-------- Turning on the Loop Trigger. --------
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-------- ============================== --------
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Trigger - Turn on Storm Bolt Loop <gen>
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-------- ============================== --------
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-------- Removing Leaks! Leaks FAIL --------
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-------- ============================== --------
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Custom script: call RemoveLocation(udg_Temp_Pos[1])
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Custom script: call RemoveLocation(udg_Temp_Pos[2])
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Storm Bolt Loop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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-------- ============================== --------
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-------- Setting the Unit group, meaning we will move all units of type "Hammer" --------
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-------- ============================== --------
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Set Temp_Group = (Units of type Dummy - Hammer)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Number of units in Temp_Group) Greater than 0
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Then - Actions
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Unit Group - Pick every unit in Temp_Group and do (Actions)
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Loop - Actions
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-------- ============================== --------
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-------- Setting the angles and offsets --------
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-------- ============================== --------
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Set Temp_Pos[1] = (Position of (Picked unit))
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Set Temp_Pos[2] = (Temp_Pos[1] offset by 20.00 towards (Facing of (Picked unit)) degrees)
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-------- ============================== --------
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-------- Moving the unit, and setting up the unit group, should it have reached a unit --------
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-------- ============================== --------
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Unit - Move (Picked unit) instantly to Temp_Pos[2]
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Set Temp_Unit[0] = (Picked unit)
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Set Temp_Damage = (Units within 60.00 of Temp_Pos[2])
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Unit Group - Pick every unit in Temp_Damage and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked unit) is A structure) Equal to False
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((Picked unit) is alive) Equal to True
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((Picked unit) belongs to an enemy of (Owner of Temp_Unit[0])) Equal to True
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Then - Actions
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-------- ============================== --------
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-------- Setting up the unit it had reached --------
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-------- ============================== --------
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Set Temp_Unit[1] = (Picked unit)
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-------- ============================== --------
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-------- Some effects :P :P :P --------
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-------- ============================== --------
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Special Effect - Create a special effect at Temp_Pos[1] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
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Special Effect - Destroy (Last created special effect)
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-------- ============================== --------
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-------- Killing storm bolt and turning on the damage trigger. --------
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-------- ============================== --------
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Unit - Kill Temp_Unit[0]
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Trigger - Turn on Storm Bolt Damage <gen>
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Else - Actions
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-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Temp_Unit[0] is alive) Equal to False
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Then - Actions
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-------- ============================== --------
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-------- Removing Storm Bolt from the game --------
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-------- ============================== --------
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Unit - Remove Temp_Unit[0] from the game
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Else - Actions
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-------- ============================== --------
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-------- Removing all the leaks. --------
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-------- ============================== --------
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Custom script: call DestroyGroup(udg_Temp_Damage)
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Custom script: call RemoveLocation(udg_Temp_Pos[1])
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Custom script: call RemoveLocation(udg_Temp_Pos[2])
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-
-
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Else - Actions
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-------- ============================== --------
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-------- Turning off this trigger for good mesure :P --------
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-------- ============================== --------
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Trigger - Turn off (This trigger)
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-
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-------- ============================== --------
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-------- Remove Group leak --------
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-------- ============================== --------
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Custom script: call DestroyGroup(udg_Temp_Group)
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-
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Storm Bolt Damage
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Events
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Time - Every 1.00 seconds of game time
-
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Conditions
-
Actions
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-------- ============================== --------
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-------- Sets the position, and also makes the counter +1, so its knows when to stop --------
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-------- ============================== --------
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Set Temp_Pos[3] = (Position of Temp_Unit[1])
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Set Temp_Counter[1] = (Temp_Counter[1] + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Temp_Unit[1] is A structure) Equal to False
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(Temp_Unit[1] is alive) Equal to True
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Temp_Counter[1] Less than 5
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Then - Actions
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-------- ============================== --------
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-------- Creates the dummy unit, this is for SLOW only. If you want it to reduce atc speed aswell, just change it in the dummy spell --------
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-------- ============================== --------
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Unit - Create 1 Dummy - Slow for (Owner of Temp_Unit[2]) at Temp_Pos[3] facing Default building facing degrees
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Unit - Set level of Storm Bolt for (Last created unit) to 1
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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Unit - Order (Last created unit) to Human Sorceress - Slow Temp_Unit[1]
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-------- ============================== --------
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-------- These are effects i used. You can use your own or none. Either way it doesnt bother me :P :P --------
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-------- ============================== --------
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Special Effect - Create a special effect attached to the origin of Temp_Unit[1] using war3mapImported\LightningWrath.mdx
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect attached to the origin of Temp_Unit[1] using Abilities\Weapons\Bolt\BoltImpact.mdl
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Special Effect - Destroy (Last created special effect)
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-------- ============================== --------
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-------- The folowing is the damage dealth per second. Set it to watever you want. --------
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-------- ============================== --------
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Unit - Cause Temp_Unit[2] to damage Temp_Unit[1], dealing ((Random real number between 20.00 and 40.00) x (Real((Level of Storm Bolt for Temp_Unit[2])))) damage of attack type Spells and damage type Normal
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Else - Actions
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-------- ============================== --------
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-------- Resets counter & turns off this trigger --------
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-------- ============================== --------
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Set Temp_Counter[1] = 0
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Trigger - Turn off (This trigger)
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Custom script: call DestroyGroup(udg_Temp_Damage)
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Fire Bolt
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to Fire Bolt
-
-
Actions
-
-------- ============================== --------
-
-------- Casting Unit --------
-
-------- ============================== --------
-
Set Temp_Unit[2] = (Triggering unit)
-
Animation - Play Temp_Unit[2]'s Victory animation
-
-------- ============================== --------
-
-------- Position of Casting Unit --------
-
-------- ============================== --------
-
Set Temp_Pos[1] = (Position of (Triggering unit))
-
-------- ============================== --------
-
-------- The angle he's facing, aka the angle the storm bolt will fly :P --------
-
-------- ============================== --------
-
Set Temp_Real = (Facing of (Triggering unit))
-
-------- ============================== --------
-
-------- The offset, so the the unit dont get summoned in the middle of the hero. --------
-
-------- ============================== --------
-
Set Temp_Pos[2] = (Temp_Pos[1] offset by 80.00 towards Temp_Real degrees)
-
-------- ============================== --------
-
-------- Setting up the storm Bolt, change the Generic Expiration timer to make it go further --------
-
-------- ============================== --------
-
Unit - Create 1 Dummy - Fire for (Owner of (Triggering unit)) at Temp_Pos[2] facing Temp_Real degrees
-
Unit - Add a 2.20 second Generic expiration timer to (Last created unit)
-
Unit - Turn collision for (Last created unit) Off
-
-------- ============================== --------
-
-------- Turning on the Loop Trigger. --------
-
-------- ============================== --------
-
Trigger - Turn on Fire Bolt Loop <gen>
-
-------- ============================== --------
-
-------- Removing Leaks! Leaks FAIL --------
-
-------- ============================== --------
-
Custom script: call RemoveLocation(udg_Temp_Pos[1])
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Custom script: call RemoveLocation(udg_Temp_Pos[2])
-
-
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Fire Bolt Loop
-
Events
-
Time - Every 0.03 seconds of game time
-
-
Conditions
-
Actions
-
-------- ============================== --------
-
-------- Setting the Unit group, meaning we will move all units of type "Hammer" --------
-
-------- ============================== --------
-
Set Temp_Group = (Units of type Dummy - Fire)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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(Number of units in Temp_Group) Greater than 0
-
-
Then - Actions
-
Unit Group - Pick every unit in Temp_Group and do (Actions)
-
Loop - Actions
-
-------- ============================== --------
-
-------- Setting the angles and offsets --------
-
-------- ============================== --------
-
Set Temp_Pos[1] = (Position of (Picked unit))
-
Set Temp_Pos[2] = (Temp_Pos[1] offset by 20.00 towards (Facing of (Picked unit)) degrees)
-
-------- ============================== --------
-
-------- Moving the unit, and setting up the unit group, should it have reached a unit --------
-
-------- ============================== --------
-
Unit - Move (Picked unit) instantly to Temp_Pos[2]
-
Set Temp_Unit[0] = (Picked unit)
-
Set Temp_Damage = (Units within 60.00 of Temp_Pos[2])
-
Unit Group - Pick every unit in Temp_Damage and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
((Picked unit) is A structure) Equal to False
-
((Picked unit) is alive) Equal to True
-
((Picked unit) belongs to an enemy of (Owner of Temp_Unit[0])) Equal to True
-
-
Then - Actions
-
-------- ============================== --------
-
-------- Setting up the unit it had reached --------
-
-------- ============================== --------
-
Set Temp_Unit[1] = (Picked unit)
-
-------- ============================== --------
-
-------- Some effects :P :P :P --------
-
-------- ============================== --------
-
Special Effect - Create a special effect at Temp_Pos[1] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
-------- ============================== --------
-
-------- Killing storm bolt and turning on the damage trigger. --------
-
-------- ============================== --------
-
Unit - Kill Temp_Unit[0]
-
Trigger - Turn on Fire Bolt Loop <gen>
-
-
Else - Actions
-
-
-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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(Temp_Unit[0] is alive) Equal to False
-
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Then - Actions
-
-------- ============================== --------
-
-------- Removing Storm Bolt from the game --------
-
-------- ============================== --------
-
Unit - Remove Temp_Unit[0] from the game
-
-
Else - Actions
-
-
-------- ============================== --------
-
-------- Removing all the leaks. --------
-
-------- ============================== --------
-
Custom script: call DestroyGroup(udg_Temp_Damage)
-
Custom script: call RemoveLocation(udg_Temp_Pos[1])
-
Custom script: call RemoveLocation(udg_Temp_Pos[2])
-
-
-
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Else - Actions
-
-------- ============================== --------
-
-------- Turning off this trigger for good mesure :P --------
-
-------- ============================== --------
-
Trigger - Turn off (This trigger)
-
-
-
-------- ============================== --------
-
-------- Remove Group leak --------
-
-------- ============================== --------
-
Custom script: call DestroyGroup(udg_Temp_Group)
-
-
-
Fire Bolt Damage
-
Events
-
Time - Every 1.00 seconds of game time
-
-
Conditions
-
Actions
-
-------- ============================== --------
-
-------- Sets the position, and also makes the counter +1, so its knows when to stop --------
-
-------- ============================== --------
-
Set Temp_Pos[4] = (Position of Temp_Unit[1])
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Set Temp_Counter[2] = (Temp_Counter[2] + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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(Temp_Unit[1] is A structure) Equal to False
-
(Temp_Unit[1] is alive) Equal to True
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Temp_Counter[2] Less than 10
-
-
Then - Actions
-
-------- ============================== --------
-
-------- These are effects i used. You can use your own or none. Either way it doesnt bother me :P :P --------
-
-------- ============================== --------
-
Special Effect - Create a special effect attached to the origin of Temp_Unit[1] using war3mapImported\LightningWrath.mdx
-
Special Effect - Destroy (Last created special effect)
-
Special Effect - Create a special effect attached to the origin of Temp_Unit[1] using Abilities\Weapons\Bolt\BoltImpact.mdl
-
Special Effect - Destroy (Last created special effect)
-
-------- ============================== --------
-
-------- The folowing is the damage dealth per second. Set it to watever you want. --------
-
-------- ============================== --------
-
Unit - Cause Temp_Unit[2] to damage Temp_Unit[1], dealing ((Random real number between 15.00 and 20.00) x (Real((Level of Fire Bolt for Temp_Unit[2])))) damage of attack type Spells and damage type Normal
-
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Else - Actions
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-------- ============================== --------
-
-------- Resets counter & turns off this trigger --------
-
-------- ============================== --------
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Set Temp_Counter[2] = 0
-
Trigger - Turn off (This trigger)
-
-
-
Custom script: call DestroyGroup(udg_Temp_Damage)
-
-
Even the model's gets inside each other. But the spell itself is working.
What is the problem?