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Dummy units are not casting spells @@

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Level 12
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Oct 10, 2009
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438
Problem fixed, renovated from using dummy units into dummy auras.


  • SALoop
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in UG_SteadyAim and do (Actions)
        • Loop - Actions
          • Set SAPointDemo = (Position of (Picked unit))
          • Set TempInteger = (Player number of (Owner of (Picked unit)))
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Distance between SAPoint[(Player number of (Owner of (Picked unit)))] and SAPointDemo) Less than or equal to (<=) 10.00
              • Then - Actions
                • Unit - Create 1 Dummy (Spells) for Player 12 (Brown) at SAPointDemo facing Default building facing (270.0) degrees
                • Unit - Add Steady Aim abillity dummy to (Last created unit)
                • Unit - Add True Sight (Flying Machine) to (Last created unit)
                • Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
                • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Else - Actions
                • Unit - Remove Steady Aim buff from (Picked unit)
          • Custom script: call RemoveLocation(udg_SAPointDemo)
          • Set SAPoint[(Player number of (Owner of (Picked unit)))] = (Position of (Picked unit))

As you can see, it should work. But it doesnt! >.<
 
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