- Joined
- May 23, 2011
- Messages
- 179
Guys how can i get rid of this wait thing because it leaks when the ability starts to run.....
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Counter Helix
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Events
- Unit - A unit Is attacked
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Conditions
- ((Triggering unit) has buff Counter Helix ) Equal to True
- (Random integer number between 1 and 100) Less than or equal to 15
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Actions
- Set CH_Trigger_unit_loc = (Position of (Triggering unit))
- Set CH_Group = (Units within 225.00 of CH_Trigger_unit_loc matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True))))
- Custom script: call RemoveLocation(udg_CH_Trigger_unit_loc)
- Animation - Play (Triggering unit)'s spin animation
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Unit Group - Pick every unit in CH_Group and do (Actions)
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Loop - Actions
- Unit - Cause (Triggering unit) to damage (Picked unit), dealing (((Real((Level of Hex (Team Killer) for (Triggering unit)))) x 25.00) + 75.00) damage of attack type Hero and damage type Normal
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
- Special Effect - Destroy (Last created special effect)
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Loop - Actions
- Custom script: call DestroyGroup(udg_CH_Group)
- Trigger - Turn off (This trigger)
- Wait 0.60 game-time seconds
- Trigger - Turn on (This trigger)
- If (((Triggering unit) is alive) Equal to True) then do (Animation - Reset (Triggering unit)'s animation) else do (Do nothing)
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Events