- Joined
- Oct 4, 2011
- Messages
- 226
I tried for hours and idk how to do it. I cant fix my bug and i know my triggs are sketchy as is.. I want to make a Windrunner: powershot type ability idc about many details except i got the trigger at 1000 distance 155 aoe. a basic 50 damage but after the first time i cast the spell it does outrageuos damage. the first time it does a perfect 50 though.. weird.
-
Bow
-
Events
- Unit - A unit Begins channeling an ability
-
Conditions
- (Ability being cast) Equal to Bow
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Level of Bow for (Triggering unit)) Equal to 1
-
Then - Actions
- Wait 0.40 game-time seconds
- Set BowTicker_Integer = 0
- Set BowCasting_Unit = (Triggering unit)
- Set BowCast_Point = (Position of BowCasting_Unit)
- Set BowCastingunitFacing_Real = (Facing of BowCasting_Unit)
- Unit - Create 1 Peon for (Owner of BowCasting_Unit) at BowCast_Point facing BowCastingunitFacing_Real degrees
- Set BowArrow_Unit = (Last created unit)
-
Unit Group - Pick every unit in BowTargetDamaged_UnitG and do (Actions)
-
Loop - Actions
- Unit - Remove (Picked unit) from the game
-
Loop - Actions
-
Unit Group - Pick every unit in BowTarget_UnitG and do (Actions)
-
Loop - Actions
- Unit - Remove (Picked unit) from the game
-
Loop - Actions
- Trigger - Turn on Bow Damager <gen>
- Trigger - Turn on Bow mover <gen>
- Wait 3.00 game-time seconds
- Unit - Cause BowCasting_Unit to damage BowCasting_Unit, dealing 50.00 damage of attack type Spells and damage type Normal
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Bow mover
-
Events
- Time - Every 0.10 seconds of game time
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- BowTicker_Integer Less than 10
-
Then - Actions
- Unit - Move BowArrow_Unit instantly to ((Position of BowArrow_Unit) offset by 100.00 towards BowCastingunitFacing_Real degrees)
- Set BowTicker_Integer = (BowTicker_Integer + 1)
-
Else - Actions
- Unit - Remove BowArrow_Unit from the game
- Custom script: call RemoveLocation(udg_BowCast_Point)
- Custom script: call DestroyGroup(udg_BowTargetDamaged_UnitG)
- Custom script: call DestroyGroup(udg_BowTarget_UnitG)
- Trigger - Turn off (This trigger)
- Trigger - Turn off Bow Damager <gen>
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Bow Damager
-
Events
- Time - Every 0.03 seconds of game time
- Conditions
-
Actions
-
Unit Group - Pick every unit in (Units within 155.00 of (Position of BowArrow_Unit) matching ((((Matching unit) belongs to an enemy of (Owner of BowArrow_Unit)) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Matching unit) is in BowTargetDamaged_UnitG) Equal to False
-
Then - Actions
- Unit Group - Add (Picked unit) to BowTargetDamaged_UnitG
- Unit - Cause BowArrow_Unit to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal
- Unit Group - Remove (Picked unit) from BowTarget_UnitG
-
Else - Actions
- Unit Group - Remove (Picked unit) from BowTarget_UnitG
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Unit Group - Pick every unit in (Units within 155.00 of (Position of BowArrow_Unit) matching ((((Matching unit) belongs to an enemy of (Owner of BowArrow_Unit)) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and and do (Actions)
-
Events