- Joined
- Jul 22, 2004
- Messages
- 1,002
I wanted to make a trigger that, when a unit dies under the incinerate buff, creates a dummy that damages nearby enemies. Basically, evertime a unit dies under the incenerate buff, another explosion appears on the dying unit and damages nearby enemies. The explosion damage is based on 2 dummy units: a half bomb and a full bomb. The full bomb does full damage in a smaller area while the half bomb does half damage in a larger area. My problem is it's not working. Here's what I got so far.
-
Bomb
-
Events
- Unit - A unit Dies
-
Conditions
- ((Dying unit) has buff Incinerate) Equal to True
-
Actions
- Set Number[(Level of Incinerate for (Killing unit))] = (Real((Level of Incinerate for (Killing unit))))
- Set IncineratePoint = (Position of (Dying unit))
- Set FullBombType[1] = Full Bomb [ 1 ]
- Set FullBombType[2] = Full Bomb [ 2 ]
- Set FullBombType[3] = Full Bomb [ 3 ]
- Set HalfBombType[1] = Half Bomb [ 1 ]
- Set HalfBombType[2] = Half Bomb [ 2 ]
- Set HalfBombType[3] = Half Bomb [ 3 ]
- Special Effect - Create a special effect at IncineratePoint using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Create 1 FullBombType[(Level of Incinerate for (Killing unit))] for (Owner of (Killing unit)) at IncineratePoint facing Default building facing degrees
- Unit - Order (Last restored unit) to Neutral - Slam
- Unit - Create 1 HalfBombType[(Level of Incinerate for (Killing unit))] for (Owner of (Killing unit)) at IncineratePoint facing Default building facing degrees
- Unit - Order (Last restored unit) to Neutral - Slam
- Custom script: call RemoveLocation( udg_IncineratePoint )
-
Events