- Joined
- May 11, 2012
- Messages
- 2,108
Well something here is clearly wrong which I can't see whole day....
Making my first MUI spell, and the problem is in here: When I cast it few times in a row, the dummies move normally towards target, but when the first missile reaches the target, all of the missiles suddenly stop and don't move anymore....
Why?
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Drap Start
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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 Drap
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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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MaxIndexDrap1 Equal to 0
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Then - Actions
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Trigger - Turn on Drap Loop <gen>
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Else - Actions
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Set MaxIndexDrap1 = (MaxIndexDrap1 + 1)
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Set MaxIndexDrap2 = (MaxIndexDrap2 + 1)
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Set Drap_TrigUnitIndex[MaxIndexDrap1] = (Triggering unit)
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Set Drap_TrigUnitPointIndex[MaxIndexDrap1] = (Position of Drap_TrigUnitIndex[MaxIndexDrap1])
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Set Drap_TargetUnitIndex[MaxIndexDrap1] = (Target unit of ability being cast)
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Set Drap_TargetUnitPointIndex[MaxIndexDrap1] = (Position of Drap_TargetUnitIndex[MaxIndexDrap1])
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Unit - Create 1 Dummy Drap for (Owner of Drap_TrigUnitIndex[MaxIndexDrap1]) at Drap_TrigUnitPointIndex[MaxIndexDrap1] facing Drap_TargetUnitPointIndex[MaxIndexDrap1]
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Set Drap_DummyUnitIndex[MaxIndexDrap1] = (Last created unit)
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Custom script: call RemoveLocation(udg_Drap_TrigUnitPointIndex[udg_MaxIndexDrap1])
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Custom script: set udg_Drap_TrigUnitPointIndex[udg_MaxIndexDrap1] = null
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Custom script: call RemoveLocation(udg_Drap_TargetUnitPointIndex[udg_MaxIndexDrap1])
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Custom script: set udg_Drap_TargetUnitPointIndex[udg_MaxIndexDrap1] = null
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Drap Loop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer Drap_CurrentIndex) from 1 to MaxIndexDrap1, do (Actions)
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Loop - Actions
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Set Drap_TargetUnitPointIndex[Drap_CurrentIndex] = (Position of Drap_TargetUnitIndex[Drap_CurrentIndex])
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Set Drap_DummyUnitPointIndex[Drap_CurrentIndex] = (Position of Drap_DummyUnitIndex[Drap_CurrentIndex])
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Set Drap_AngleIndex[Drap_CurrentIndex] = (Angle from Drap_DummyUnitPointIndex[Drap_CurrentIndex] to Drap_TargetUnitPointIndex[Drap_CurrentIndex])
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Set Drap_DummyUnitMoveIndex[Drap_CurrentIndex] = (Drap_DummyUnitPointIndex[Drap_CurrentIndex] offset by 20.00 towards Drap_AngleIndex[Drap_CurrentIndex] degrees)
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Unit - Move Drap_DummyUnitIndex[Drap_CurrentIndex] instantly to Drap_DummyUnitMoveIndex[Drap_CurrentIndex], facing Drap_AngleIndex[Drap_CurrentIndex] degrees
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Environment - Create a 0.30 second Temporary crater deformation at Drap_DummyUnitPointIndex[Drap_CurrentIndex] with radius 125.00 and depth 10.00
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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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(Distance between Drap_DummyUnitPointIndex[Drap_CurrentIndex] and Drap_TargetUnitPointIndex[Drap_CurrentIndex]) Less than or equal to 75.00
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Then - Actions
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Unit - Kill Drap_DummyUnitIndex[Drap_CurrentIndex]
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Unit - Remove Drap_DummyUnitIndex[Drap_CurrentIndex] from the game
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Unit - Cause Drap_TrigUnitIndex[Drap_CurrentIndex] to damage Drap_TargetUnitIndex[Drap_CurrentIndex], dealing 200.00 damage of attack type Spells and damage type Normal
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Special Effect - Create a special effect at Drap_TargetUnitPointIndex[Drap_CurrentIndex] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Set Drap_TrigUnitIndex[Drap_CurrentIndex] = Drap_TrigUnitIndex[MaxIndexDrap1]
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Set Drap_TrigUnitIndex[MaxIndexDrap1] = No unit
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Set Drap_TargetUnitIndex[Drap_CurrentIndex] = Drap_TargetUnitIndex[MaxIndexDrap1]
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Set Drap_TargetUnitIndex[MaxIndexDrap1] = No unit
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Set Drap_DummyUnitIndex[Drap_CurrentIndex] = Drap_DummyUnitIndex[MaxIndexDrap1]
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Set Drap_DummyUnitIndex[MaxIndexDrap1] = No unit
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Set MaxIndexDrap2 = (MaxIndexDrap2 - 1)
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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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MaxIndexDrap2 Equal to 0
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Then - Actions
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Set MaxIndexDrap1 = 0
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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Custom script: call RemoveLocation(udg_Drap_TargetUnitPointIndex[udg_Drap_CurrentIndex])
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Custom script: set udg_Drap_TargetUnitPointIndex[udg_Drap_CurrentIndex] = null
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Custom script: call RemoveLocation(udg_Drap_DummyUnitPointIndex[udg_Drap_CurrentIndex])
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Custom script: set udg_Drap_DummyUnitPointIndex[udg_Drap_CurrentIndex] = null
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Custom script: call RemoveLocation(udg_Drap_DummyUnitMoveIndex[udg_Drap_CurrentIndex])
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Custom script: set udg_Drap_DummyUnitMoveIndex[udg_Drap_CurrentIndex] = null
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Why?


