- Joined
- Jan 12, 2010
- Messages
- 132
So i have the first trigger that set the value that i need for bullet trigger
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test tower
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Combine
- (Number of units in Darkness_rune[(Player number of (Owner of Temp_unit))]) Greater than or equal to 1
- (Number of units in Earth_rune[(Player number of (Owner of Temp_unit))]) Greater than or equal to 1
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Or - Any (Conditions) are true
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Conditions
- (Unit-type of (Triggering unit)) Equal to Darkness Rune
- (Unit-type of (Triggering unit)) Equal to Earth Rune
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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
- (Unit-type of (Triggering unit)) Equal to Earth Rune
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Then - Actions
- Set Caster = (Triggering unit)
- Set Temp_point = (Position of Caster)
- Set Temp_unit = (Random unit from Darkness_rune[(Player number of (Owner of (Triggering unit)))])
- Unit Group - Remove Temp_unit from Darkness_rune[(Player number of (Owner of (Triggering unit)))]
- Set Temp_point2 = (Position of Temp_unit)
- Unit - Remove Temp_unit from the game
- Unit - Create 1 Dummy (Dark) for (Owner of (Triggering unit)) at Temp_point2 facing Temp_point
- Lightning - Create a Drain Mana lightning effect from source Temp_point2 to target Temp_point
- Lightning - Change color of (Last created lightning effect) to (1.00 1.00 1.00) with 1.00 alpha
- Set Bullet_timer = 2.00
- Set Bullet_angle = (Angle from Temp_point2 to Temp_point)
- Hashtable - Save Handle OfTemp_point as 1 of (Key (Last created unit)) in Hashtable
- Hashtable - Save Bullet_timer as 2 of (Key (Last created unit)) in Hashtable
- Hashtable - Save Bullet_angle as 3 of (Key (Last created unit)) in Hashtable
- Hashtable - Save Handle Of(Last created lightning effect) as 4 of (Key (Last created unit)) in Hashtable
- Custom script: call RemoveLocation(udg_Temp_point)
- Custom script: call RemoveLocation(udg_Temp_point2)
- Unit Group - Add (Last created unit) to Bullets
- Unit - Remove Caster from the game
- 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
- (Unit-type of (Triggering unit)) Equal to Darkness Rune
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Then - Actions
- Set Caster = (Triggering unit)
- Set Temp_point = (Position of Caster)
- Set Temp_unit = (Random unit from Earth_rune[(Player number of (Owner of (Triggering unit)))])
- Unit Group - Remove Temp_unit from Earth_rune[(Player number of (Owner of (Triggering unit)))]
- Set Temp_point2 = (Position of Temp_unit)
- Unit - Remove Temp_unit from the game
- Unit - Create 1 Dummy (Earth) for (Owner of (Triggering unit)) at Temp_point2 facing Temp_point
- Lightning - Create a Drain Mana lightning effect from source Temp_point2 to target Temp_point
- Lightning - Change color of (Last created lightning effect) to (1.00 1.00 1.00) with 1.00 alpha
- Set Bullet_timer = 2.00
- Set Bullet_angle = (Angle from Temp_point2 to Temp_point)
- Hashtable - Save Handle OfTemp_point as 1 of (Key (Last created unit)) in Hashtable
- Hashtable - Save Bullet_timer as 2 of (Key (Last created unit)) in Hashtable
- Hashtable - Save Bullet_angle as 3 of (Key (Last created unit)) in Hashtable
- Hashtable - Save Handle Of(Last created lightning effect) as 4 of (Key (Last created unit)) in Hashtable
- Custom script: call RemoveLocation(udg_Temp_point)
- Custom script: call RemoveLocation(udg_Temp_point2)
- Unit Group - Add (Last created unit) to Bullets
- Unit - Remove Caster from the game
- 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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Events
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Bulet move
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Events
- Time - Every 0.02 seconds of game time
- Conditions
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Actions
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Unit Group - Pick every unit in Bullets and do (Actions)
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Loop - Actions
- Set Bullet_timer = (Load 2 of (Key (Picked unit)) from Hashtable)
- Set Bullet_unit = (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
- Bullet_timer Greater than or equal to 0.02
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Then - Actions
- Hashtable - Save (Bullet_timer - 0.02) as 2 of (Key (Picked unit)) in Hashtable
- Set Bullet_point = (Position of Bullet_unit)
- Set Bullet_point2 = (Load 1 of (Key (Picked unit)) in Hashtable)
- Set Bullet_angle = (Load 3 of (Key (Picked unit)) from Hashtable)
- Set Bullet_point3 = (Bullet_point offset by ((Distance between Bullet_point and Bullet_point2) / 100.00) towards Bullet_angle degrees)
- Unit - Move Bullet_unit instantly to Bullet_point3
- Lightning - Move (Load 4 of (Key (Picked unit)) in Hashtable) to source Bullet_point3 and target Bullet_point2
- Custom script: call RemoveLocation(udg_Bullet_point)
- Custom script: call RemoveLocation(udg_Bullet_point2)
- Custom script: call RemoveLocation(udg_Bullet_point3)
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Else - Actions
- Lightning - Destroy (Load 4 of (Key (Picked unit)) in Hashtable)
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Hashtable
- Unit Group - Remove Bullet_unit from Bullets
- Unit - Remove Bullet_unit from the game
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If - Conditions
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Loop - Actions
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Unit Group - Pick every unit in Bullets and do (Actions)
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Events