- Joined
- Jun 27, 2010
- Messages
- 2,764
When I cast it it makes the trap, but when unit enter the trap nothing happens?
-
Ice Trap cast
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to Ice Trap
-
-
Actions
-
Set Hunter_tempIceTrapPoint = ((Position of Hero_units[3]) offset by 50.00 towards (Facing of Hero_units[3]) degrees)
-
Region - Center Ice Trap <gen> on Hunter_tempIceTrapPoint
-
Unit - Create 1 Dummy_Ice_trap for Neutral Passive at (Center of Ice Trap <gen>) facing Default building facing degrees
-
Custom script: call RemoveLocation(udg_Hunter_tempIceTrapPoint)
-
Trigger - Turn on Ice Trap Triggering <gen>
-
-
-
Ice Trap Triggering
-
Events
-
Unit - A unit enters Ice Trap <gen>
-
-
Conditions
-
((Entering unit) belongs to an enemy of (Owner of Hero_units[3])) Equal to True
-
-
Actions
-
Sound - Play IceBarrirerState <gen>
-
Special Effect - Create a special effect attached to the feet of (Entering unit) using war3mapImported\ice cube.mdx
-
Set Hunter_Ice_trap_effect = (Last created special effect)
-
Unit - Set (Entering unit) movement speed to 0.00
-
Unit Group - Add (Entering unit) to Hunter_IceTrappedGroup
-
Custom script: call IssueTargetOrderById( udg_Dummy1, 'ANsi', GetEnteringUnit() )
-
Countdown Timer - Start Timer_Hunter_Ice_Trap as a One-shot timer that will expire in 10.00 seconds
-
Trigger - Turn off (This trigger)
-
-
-
Ice Trap Timer off
-
Events
-
Time - Timer_Hunter_Ice_Trap expires
-
-
Conditions
-
Actions
-
Unit Group - Pick every unit in Hunter_IceTrappedGroup and do (Actions)
-
Loop - Actions
-
Unit - Set (Picked unit) movement speed to (Default movement speed of (Picked unit))
-
Unit Group - Remove (Picked unit) from Hunter_IceTrappedGroup
-
-
-
Special Effect - Destroy Hunter_Ice_trap_effect
-
-