- Joined
- Jul 23, 2018
- Messages
- 243
Hello everyone,
I made a trigger that creates a unit whenever a specific tower strikes a unit, it will create 3 thunder clap in 3 random areas where the dummy will spawn, cast Channel-based thunder clap to triggers another trigger. The second trigger creates another dummy that stuns the enemy with Storm Bolt and repeated for each enemy in range. The problem is that in the first trigger, the dummy units did not cast the spell, and another problem is that the second trigger did not work either. Also, when I tried to add 2 models to Art - Caster, only the priority model would show, but not 2 at the same time. I supposed that can be fixed with creating special effects through trigger instead? And what did I do wrong in the trigger that prevents them from working the way I want? Thank you in advance.
I made a trigger that creates a unit whenever a specific tower strikes a unit, it will create 3 thunder clap in 3 random areas where the dummy will spawn, cast Channel-based thunder clap to triggers another trigger. The second trigger creates another dummy that stuns the enemy with Storm Bolt and repeated for each enemy in range. The problem is that in the first trigger, the dummy units did not cast the spell, and another problem is that the second trigger did not work either. Also, when I tried to add 2 models to Art - Caster, only the priority model would show, but not 2 at the same time. I supposed that can be fixed with creating special effects through trigger instead? And what did I do wrong in the trigger that prevents them from working the way I want? Thank you in advance.
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Lightning Tower
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Events
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Game - DamageEvent becomes Equal to 1.00
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Conditions
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(Unit-type of DamageEventSource) Equal to Lightning Tower
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DamageEventType Equal to 0
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Actions
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Set CV = (Custom value of DamageEventSource)
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For each (Integer A) from 1 to 3, do (Actions)
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Loop - Actions
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Set TempPoint[CV] = (Random point in (Region centered at (Position of DamageEventTarget) with size (2000.00, 2000.00)))
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Unit - Create 1 Tower Warning (Flame Warning) for (Owner of DamageEventSource) at TempPoint[CV] facing Default building facing degrees
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Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
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Unit - Add Thunder Lightning to (Last created unit)
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Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
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Custom script: call RemoveLocation(udg_TempPoint[udg_CV])
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Skip remaining actions
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Unit - Create 1 Dummy (No Model) for (Owner of DamageEventSource) at TempPoint[CV] facing Default building facing degrees
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Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
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Unit - Add Chain Lightning (Lightning Tower to (Last created unit)
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Unit - Set level of Chain Lightning (Lightning Tower for (Last created unit) to 3
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Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning DamageEventTarget
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Thunder Lightning Stun
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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 Thunder Lightning
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Actions
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Custom script: set bj_wantDestroyGroup = true
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Set TempPoint[(Custom value of (Triggering unit))] = (Position of (Triggering unit))
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Unit - Create 1 Dummy (No Model) for (Owner of (Triggering unit)) at TempPoint[(Custom value of (Triggering unit))] facing Default building facing degrees
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Unit - Add Storm Bolt (Thunder) to (Last created unit)
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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Unit Group - Pick every unit in (Units within 1000.00 of TempPoint[(Custom value of (Triggering unit))]) and do (Actions)
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Loop - Actions
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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 alive) Equal to True
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((Picked unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
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((Picked unit) is A ground unit) Equal to True
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((Picked unit) is A structure) Equal to False
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((Picked unit) is invulnerable) Equal to False
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((Picked unit) is hidden) Equal to False
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Then - Actions
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Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
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Else - Actions
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Custom script: call RemoveLocation (udg_TempPoint[GetUnitUserData(GetTriggerUnit())])
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