- Joined
- Jan 6, 2008
- Messages
- 2,622
I just tried for a Grenade spell, but it errors
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Cast
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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 Gr|cffffcc00e|rnade
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Actions
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Custom script: local effect udg_GrenadeEffect
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Custom script: local integer udg_GrenadeInteger
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Custom script: local unit udg_GrenadeUnit
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Custom script: local unit udg_GrenadeMissile
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Custom script: local location udg_GrenadePoint
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Set GrenadeInteger = 50
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Set GrenadeUnit = (Triggering unit)
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Special Effect - Create a special effect attached to the left, hand of GrenadeUnit using war3mapImported\Grenade2.mdx
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Set GrenadeEffect = (Last created special effect)
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Unit - Pause GrenadeUnit
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Special Effect - Destroy GrenadeEffect
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Wait 0.10 seconds
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Animation - Play GrenadeUnit's Spell Throw Alternate animation
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Wait 1.00 seconds
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Unit - Unpause GrenadeUnit
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Animation - Play GrenadeUnit's Stand animation
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Set GrenadePoint = (Position of GrenadeUnit)
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Unit - Create 1 Grenade for (Owner of GrenadeUnit) at GrenadePoint facing (Facing of GrenadeUnit) degrees
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Set GrenadeMissile = (Last created unit)
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Set GrenadePoint2 = (GrenadePoint offset by (5000.00, 0.00))
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Custom script: call RemoveLocation(udg_GrenadePoint)
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Unit - Order GrenadeMissile to Move To GrenadePoint2
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For each (Integer A) from 1 to 200, 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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GrenadeInteger Less than or equal to 100
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Then - 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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GrenadeInteger Less than or equal to 100
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Then - Actions
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Wait 0.01 seconds
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Set GrenadeInteger = (GrenadeInteger + 30)
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Animation - Change GrenadeMissile flying height to (Real(GrenadeInteger)) at 0.00
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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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GrenadeInteger Greater than or equal to 100
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Then - Actions
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Wait 0.01 seconds
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Animation - Change GrenadeMissile flying height to ((Current flying height of GrenadeMissile) - 30.00) at 0.00
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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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(Integer((Current flying height of GrenadeMissile))) Equal to 0
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Then - Actions
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Unit - Kill GrenadeMissile
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Else - Actions
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Else - Actions
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Else - Actions
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Else - Actions
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Custom script: call RemoveLocation(udg_GrenadePoint2)
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