- Joined
- Jul 30, 2012
- Messages
- 93
Hi,
i have a problem about this trigger.It must freeze enemy hero for 2 seconds.But if we are in 2. team, that's works well.But if we are in 1. team dummy never freezes.I think the dummy is friend with 2. team but i don't know how to fix.Can someone help?
P.S:Also there is a unknown dummy on middle of my map.I think it's associate with this trigger. ^^
i have a problem about this trigger.It must freeze enemy hero for 2 seconds.But if we are in 2. team, that's works well.But if we are in 1. team dummy never freezes.I think the dummy is friend with 2. team but i don't know how to fix.Can someone help?
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Ice Type
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Events
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Map initialization
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Conditions
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Actions
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Set UniversalCasterType = Universal Caster
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Set EA_DummyType = Elune's Arrow (Dummy)
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Custom script: set udg_UniversalCaster = CreateUnit(Player(11), udg_UniversalCasterType, 0, 0, 0)
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Set EA_Ability = Ice Type-[W]
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Set EA_Speed = 600.00
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Set EA_DetectionRange = 150.00
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Set EA_SpeedPerInterval = (EA_Speed x 0.03)
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Ice Type Loop
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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 EA_Ability
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Actions
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Set EA_MaxIndex = (EA_MaxIndex + 1)
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Set TempUnit = (Triggering unit)
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Set TempLoc = (Position of TempUnit)
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Set TempLoc2 = (Target point of ability being cast)
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Set EA_Angle[EA_MaxIndex] = (Angle from TempLoc to TempLoc2)
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Unit - Create 1 EA_DummyType for (Owner of (Triggering unit)) at TempLoc facing EA_Angle[EA_MaxIndex] degrees
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Set EA_Arrow[EA_MaxIndex] = (Last created unit)
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Trigger - Turn on Ice Type Loop 2 <gen>
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Custom script: call RemoveLocation(udg_TempLoc)
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Custom script: call RemoveLocation(udg_TempLoc2)
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Ice Type Loop 2
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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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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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EA_MaxIndex Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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For each (Integer EA_CurrentIndex) from 1 to EA_MaxIndex, do (Actions)
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Loop - Actions
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Set TempLoc = (Position of EA_Arrow[EA_CurrentIndex])
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Set TempLoc2 = (TempLoc offset by EA_SpeedPerInterval towards EA_Angle[EA_CurrentIndex] degrees)
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within EA_DetectionRange of TempLoc) and do (Actions)
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Loop - Actions
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Set TempUnit = (Picked unit)
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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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(TempUnit is A structure) Equal to False
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(TempUnit is Magic Immune) Equal to False
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(TempUnit is Mechanical) Equal to False
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(TempUnit is alive) Equal to True
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(TempUnit belongs to an enemy of (Owner of EA_Arrow[EA_CurrentIndex])) Equal to True
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Then - Actions
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Unit - Kill EA_Arrow[EA_CurrentIndex]
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Unit - Move UniversalCaster instantly to TempLoc
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Unit - Order UniversalCaster to Human Mountain King - Storm Bolt TempUnit
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Else - 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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((Playable map area) contains TempLoc2) Equal to False
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Then - Actions
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Unit - Kill EA_Arrow[EA_CurrentIndex]
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Unit - Move UniversalCaster instantly to TempLoc
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Unit - Order UniversalCaster to Human Mountain King - Storm Bolt TempUnit
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Else - 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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(EA_Arrow[EA_CurrentIndex] is dead) Equal to True
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Then - Actions
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Set EA_Angle[EA_CurrentIndex] = EA_Angle[EA_MaxIndex]
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Set EA_Arrow[EA_CurrentIndex] = EA_Arrow[EA_MaxIndex]
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Set EA_CurrentIndex = (EA_CurrentIndex - 1)
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Set EA_MaxIndex = (EA_MaxIndex - 1)
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Else - Actions
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Unit - Move EA_Arrow[EA_CurrentIndex] instantly to TempLoc2
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Custom script: call RemoveLocation(udg_TempLoc)
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Custom script: call RemoveLocation(udg_TempLoc2)
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P.S:Also there is a unknown dummy on middle of my map.I think it's associate with this trigger. ^^
