- Joined
- Jun 1, 2008
- Messages
- 180
So I've got the following trigger:
It's supposed to work the following way:
if the player presses Q (which is the hotkey for attack), the players can see the champion's attack animation, and a dummy unit should be created to launch a projectile in a line. I know that a dummy in this case might not be important, because I could just simply add the spell to the champion itself (because it's not the champion that the player has selected), but I need to do it this way because of further abilities that will be done the same way.
Any help would be greatly appreciated.
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FC Attack
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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 Attack
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UnitType_Champion[(Player number of (Triggering player))] Equal to Fire Conjurer
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Actions
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Set Boolean_Attacking[(Player number of (Triggering player))] = True
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Set Point_ChampionPosition[1] = (Position of Unit_Champion[1])
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Set Point_ChampionPosition[2] = (Position of Unit_Champion[2])
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Unit - Remove Unit_Champion[(Player number of (Triggering player))] from the game
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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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(Triggering player) Equal to Player 1 (Red)
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Then - Actions
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Unit - Create 1 UnitType_Champion[(Player number of (Triggering player))] for (Triggering player) at Point_ChampionPosition[(Player number of (Triggering player))] facing (Position of Unit_Champion[2])
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Else - Actions
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Unit - Create 1 UnitType_Champion[(Player number of (Triggering player))] for (Triggering player) at Point_ChampionPosition[(Player number of (Triggering player))] facing (Position of Unit_Champion[1])
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Set Unit_Champion[(Player number of (Triggering player))] = (Last created unit)
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Animation - Play Unit_Champion[(Player number of (Triggering player))]'s attack animation
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Animation - Queue Unit_Champion[(Player number of (Triggering player))]'s stand animation
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-------- UNIQUE --------
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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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(Triggering player) Equal to Player 1 (Red)
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Then - Actions
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Unit - Create 1 Dummy for (Triggering player) at Point_ChampionPosition[(Player number of (Triggering player))] facing (Position of Unit_Champion[2])
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Set Unit_Dummy[(Player number of (Triggering player))] = (Last created unit)
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Animation - Change Unit_Dummy[(Player number of (Triggering player))]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
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Unit - Add Dummy Spell - Fire Conjurer Attack to Unit_Dummy[(Player number of (Triggering player))]
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Set Point_ChampionPosition[2] = (Position of Unit_Champion[2])
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Unit - Order Unit_Dummy[(Player number of (Triggering player))] to Orc Tauren Chieftain - Shockwave Point_ChampionPosition[2]
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Else - Actions
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Unit - Create 1 Dummy for (Triggering player) at Point_ChampionPosition[(Player number of (Triggering player))] facing (Position of Unit_Champion[1])
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Set Unit_Dummy[(Player number of (Triggering player))] = (Last created unit)
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Animation - Change Unit_Dummy[(Player number of (Triggering player))]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
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Unit - Add Dummy Spell - Fire Conjurer Attack to Unit_Dummy[(Player number of (Triggering player))]
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Unit - Order Unit_Dummy[(Player number of (Triggering player))] to Orc Tauren Chieftain - Shockwave Point_ChampionPosition[1]
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Wait 0.80 seconds
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Set Boolean_Attacking[(Player number of (Triggering player))] = False
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Trigger - Run Move After Attack <gen> (checking conditions)
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It's supposed to work the following way:
if the player presses Q (which is the hotkey for attack), the players can see the champion's attack animation, and a dummy unit should be created to launch a projectile in a line. I know that a dummy in this case might not be important, because I could just simply add the spell to the champion itself (because it's not the champion that the player has selected), but I need to do it this way because of further abilities that will be done the same way.
Any help would be greatly appreciated.