Hello guys. I am working on my first advanced WC3 map that involves tower defense elements combined with classic "war chasers" playstyle. Ive encountered several issues but thx to this awesome forum i managed to solve most of them just by reading. But still some things puzzle me like this current problem.
I have assigned action to my triggers that should spawn special effect at target point (temp variable). It worked up until today, that is until it just stoped showing any point attached animations for some reason. I didnt change anything to the trigger. In fact it all started while i was working on my creep spawner. I wanted to add spawn special effect but it was kinda bugged. Certain animations either died to fast or stayed in infinite loop (even though i destroyed last created effect along side with point variable). I dont know what i am missing. Any help is much appreciate.
I have assigned action to my triggers that should spawn special effect at target point (temp variable). It worked up until today, that is until it just stoped showing any point attached animations for some reason. I didnt change anything to the trigger. In fact it all started while i was working on my creep spawner. I wanted to add spawn special effect but it was kinda bugged. Certain animations either died to fast or stayed in infinite loop (even though i destroyed last created effect along side with point variable). I dont know what i am missing. Any help is much appreciate.
Code:
TheCitadelChoseHero Copy
Events
Unit - A unit Sells a unit
Conditions
And - All (Conditions) are true
Conditions
((Sold unit) is A Hero) Equal to True
(Selling unit) Equal to The Citadel 0001 <gen>
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set TempHeroP1SpawnPoint = (Center of Player 1 Hero Spawn <gen>)
Special Effect - Create a special effect at (Center of Player 1 Hero Spawn <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Special Effect - Destroy (Last created special effect)
Unit - Move (Sold unit) instantly to TempHeroP1SpawnPoint
Custom script: call RemoveLocation(udg_TempHeroP1SpawnPoint)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Sold unit)) Equal to Player 2 (Blue)
Then - Actions
Set TempHeroP2SpawnPoint = (Center of Player 2 Hero Spawn <gen>)
Special Effect - Create a special effect at TempHeroP2SpawnPoint using Abilities\Spells\Other\Awaken\Awaken.mdl
Special Effect - Destroy (Last created special effect)
Unit - Move (Sold unit) instantly to TempHeroP2SpawnPoint
Custom script: call RemoveLocation(udg_TempHeroP2SpawnPoint)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set TempHeroP3SpawnPoint = (Center of Player 3 Hero Spawn <gen>)
Special Effect - Create a special effect at TempHeroP3SpawnPoint using Abilities\Spells\Other\Awaken\Awaken.mdl
Special Effect - Destroy (Last created special effect)
Unit - Move (Sold unit) instantly to TempHeroP3SpawnPoint
Custom script: call RemoveLocation(udg_TempHeroP3SpawnPoint)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Sold unit)) Equal to Player 4 (Purple)
Then - Actions
Set TempHeroP4SpawnPoint = (Center of Player 4 Hero Spawn <gen>)
Special Effect - Create a special effect at TempHeroP4SpawnPoint using Abilities\Spells\Other\Awaken\Awaken.mdl
Special Effect - Destroy (Last created special effect)
Unit - Move (Sold unit) instantly to TempHeroP4SpawnPoint
Custom script: call RemoveLocation(udg_TempHeroP4SpawnPoint)
Else - Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)
Player - Make CitadelHeroes[1] Unavailable for training/construction by (Owner of (Sold unit))
Player - Make CitadelHeroes[2] Unavailable for training/construction by (Owner of (Sold unit))
Player - Make CitadelHeroes[3] Unavailable for training/construction by (Owner of (Sold unit))
Player - Make CitadelHeroes[4] Unavailable for training/construction by (Owner of (Sold unit))
Player - Make CitadelHeroes[5] Unavailable for training/construction by (Owner of (Sold unit))
Player - Make CitadelHeroes[6] Unavailable for training/construction by (Owner of (Sold unit))
Player - Make CitadelHeroes[7] Unavailable for training/construction by (Owner of (Sold unit))
Player - Make CitadelHeroes[8] Unavailable for training/construction by (Owner of (Sold unit))
Player - Make CitadelHeroes[9] Unavailable for training/construction by (Owner of (Sold unit))
Player - Make CitadelHeroes[10] Unavailable for training/construction by (Owner of (Sold unit))
Player - Make CitadelHeroes[11] Unavailable for training/construction by (Owner of (Sold unit))
Player - Make CitadelHeroes[12] Unavailable for training/construction by (Owner of (Sold unit))
Camera - Pan camera for (Owner of (Sold unit)) to (Position of (Sold unit)) over 1.00 seconds
Selection - Clear selection for (Owner of (Sold unit))
Selection - Add (Sold unit) to selection for (Owner of (Sold unit))