Made an ability and the Loop trigger isn't turning off? I wonder why..
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Energize 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 Energize
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Actions
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Set EnergizeUnit = (Triggering unit)
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Sound - Play Energize <gen> at 90.00% volume, attached to EnergizeUnit
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Trigger - Turn on Energize Loop <gen>
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Unit - Turn collision for EnergizeUnit Off
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Countdown Timer - Start EnergizeTimer as a One-shot timer that will expire in 6.00 seconds
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Energize Loop
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Events
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Time - Every 0.20 seconds of game time
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Conditions
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Actions
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Game - Display to (All players) for 0.20 seconds the text: Energize Loop Run
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Set TempPoint = (Position of EnergizeUnit)
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Set TempUnitGroup = (Units within 128.00 of TempPoint matching (((Matching unit) belongs to an enemy of (Owner of EnergizeUnit)) Equal to True))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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Loop - Actions
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-------- Only damages units who haven't been hurt yet. --------
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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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((Picked unit) is in EnergizeGroup) Equal to False
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Then - Actions
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Unit - Cause EnergizeUnit to damage (Picked unit), dealing (80.00 x (Real((Level of Energize for EnergizeUnit)))) damage of attack type Spells and damage type Normal
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Unit Group - Add (Picked unit) to EnergizeGroup
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Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Custom script: call RemoveLocation (udg_TempPoint)
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Custom script: call DestroyGroup (udg_TempUnitGroup)
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Energize Turn Off
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Events
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Time - EnergizeTimer expires
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Conditions
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Actions
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Game - Display to (All players) for 30.00 seconds the text: Timer has expired
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Trigger - Turn off Energize Loop <gen>
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Unit Group - Remove all units from EnergizeGroup
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Unit - Turn collision for EnergizeUnit On
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