Deleted member 231919
D
Deleted member 231919
No idea what I am doing wrong here. I have a beam ability which just loops through creating dummy unit light balls to make it look like it is a beam. The problem is that sometimes the dummy unit light balls look as if they are falling down when they are created. I tried multiple methods such as adjusting spawn distance and changing the facing angle and so on but I can't seem to get it to just stay in one location when it is created rather than the balls of light having some sort of falling animation.
If anyone knows what is causing this, please tell me.
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Kamehameha Test
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Kamehameha
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Actions
- Floating Text - Create floating text that reads Ka..me..ha..me.. at (Position of Saiyan Defender of Earth 0000 <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
- Set Goku_Position = 0.00
- Set Goku_Kamehameha_Distance = 0
- Set Goku_Casting_Unit = (Target unit of ability being cast)
- Trigger - Turn on Kamehameha Fire <gen>
- Trigger - Turn off (This trigger)
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Events
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Kamehameha Fire
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Events
- Time - Every 0.05 seconds of game time
- Conditions
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Actions
- Set Goku_Kamehameha_Distance = (Goku_Kamehameha_Distance + 1)
- Set Goku_Position = (Goku_Position + 25.00)
- Unit - Create 1 KH_Trail for Player 1 (Red) at ((Position of Saiyan Defender of Earth 0000 <gen>) offset by Goku_Position towards (Facing of Saiyan Defender of Earth 0000 <gen>) degrees) facing Default building facing degrees
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Unit Group - Pick every unit in (Units within 100.00 of (Position of (Last created unit)) matching (((Matching unit) belongs to an enemy of Player 1 (Red)) Equal to True)) and do (Actions)
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Loop - Actions
- Unit - Cause Saiyan Defender of Earth 0000 <gen> to damage (Picked unit), dealing ((Real((Intelligence of Saiyan Defender of Earth 0000 <gen> (Include bonuses)))) x 2.00) damage of attack type Spells and damage type Normal
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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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Or - Any (Conditions) are true
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Conditions
- Goku_Kamehameha_Distance Equal to 30
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Unit - Create 1 KH_Explosion for Player 1 (Red) at ((Position of Saiyan Defender of Earth 0000 <gen>) offset by Goku_Position towards (Facing of Saiyan Defender of Earth 0000 <gen>) degrees) facing Default building facing degrees
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Unit Group - Pick every unit in (Units within 100.00 of (Position of (Last created unit)) matching (((Matching unit) belongs to an enemy of Player 1 (Red)) Equal to True)) and do (Actions)
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Loop - Actions
- Unit - Cause Saiyan Defender of Earth 0000 <gen> to damage (Picked unit), dealing ((Real((Intelligence of Saiyan Defender of Earth 0000 <gen> (Include bonuses)))) x 2.00) damage of attack type Spells and damage type Normal
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Loop - Actions
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Goku_Kamehameha_Distance Greater than or equal to 31
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Then - Actions
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Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type KH_Trail) and do (Actions)
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Loop - Actions
- Unit - Remove (Picked unit) from the game
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Loop - Actions
- Unit - Unpause Goku_Casting_Unit
- Trigger - Turn on Kamehameha Remove Explosion <gen>
- Trigger - Turn on Kamehameha Test <gen>
- Trigger - Turn off (This trigger)
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Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type KH_Trail) and do (Actions)
- Else - Actions
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If - Conditions
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Events
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Kamehamaha Remove Explosion
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Events
- Time - Every 7.00 seconds of game time
- Conditions
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Actions
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Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type KH_Explosion) and do (Actions)
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Loop - Actions
- Unit - Remove (Picked unit) from the game
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Loop - Actions
- Trigger - Turn off (This trigger)
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Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type KH_Explosion) and do (Actions)
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Events
If anyone knows what is causing this, please tell me.
Attachments
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