hi i did a spell similar to fissure from dota's earth shaker, just in form of a shockwave.
releases a shockwave, and behind the missle i created stones (dummy units) that are not walkable.
i tried to do it in GUI, but if 2 units cast at the same time, some stones are missing (and maybe there are some leaks or mistakes, pls say it to me if u find sth)
Triggers:
releases a shockwave, and behind the missle i created stones (dummy units) that are not walkable.
i tried to do it in GUI, but if 2 units cast at the same time, some stones are missing (and maybe there are some leaks or mistakes, pls say it to me if u find sth)
Triggers:
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Earth Shock 1
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Ereignisse
- Einheit - A unit starts the effect of an ability
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Bedingungen
- (Ability being cast) equal to Earth Shock
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Aktionen
- Set Unit_EarthShock[Index_EarthShock] = (Triggering unit)
- Set Point_EarthShockCaster[Index_EarthShock] = (Position of Unit_EarthShock[Index_EarthShock])
- Set Point_EarthShockTarget[Index_EarthShock] = (Target point of ability being cast)
- Set Real_EarthShockDirection[Index_EarthShock] = (Angle from Point_EarthShockCaster[Index_EarthShock] to (Target point of ability being cast))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
- Index_EarthShock Gleich 0
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'THEN'-Aktionen
- trigger - Turn on Earth Shock 2 <gen>
- 'ELSE'-Aktionen
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'IF'-Bedingungen
- Set Index_EarthShock = (Index_EarthShock + 1)
- Custom script: call RemoveLocation (udg_Point_EarthShockCaster[udg_Index_EarthShock])
- Custom script: call RemoveLocation (udg_Point_EarthShockTarget[udg_Index_EarthShock])
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Ereignisse
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Earth Shock 2
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Ereignisse
- Zeit - Every 0.08 seconds of game time
- Bedingungen
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Aktionen
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For each (Integer Index_EarthShock2) from 0 to (Index_EarthShock - 1), do (Actions)
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loop - Aktionen
- Set Real_EarthShockDistance[Index_EarthShock2] = (Real_EarthShockDistance[Index_EarthShock2] + 85.00)
- Unit - Create 1 Earth Shock for (Owner of Unit_EarthShock[Index_EarthShock2]) at (Point_EarthShockCaster[Index_EarthShock2] offset by Real_EarthShockDistance[Index_EarthShock2] towards Real_EarthShockDirection[Index_EarthShock2] degrees) facing 0 degrees
- Unit - Add a 6.00 second Standard expiration timer to (Last created unit)
- Unit - Create 1 Earth Shock (Collision) for (Owner of Unit_EarthShock[Index_EarthShock2]) at (Point_EarthShockCaster[Index_EarthShock2] offset by Real_EarthShockDistance[Index_EarthShock2] towards Real_EarthShockDirection[Index_EarthShock2] degrees) facing 0 degrees
- Unit - Add a 6.00 second Standard expiration timer to (Last created unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
- Real_EarthShockDistance[Index_EarthShock2] greater than 700.00
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'THEN'-Aktionen
- Set Index_EarthShock = (Index_EarthShock - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
- Index_EarthShock equal to 0
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'THEN'-Aktionen
- trigger - Turn off (This trigger)
- 'ELSE'-Aktionen
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'IF'-Bedingungen
- Set Unit_EarthShock[Index_EarthShock2] = Unit_EarthShock[Index_EarthShock]
- Set Real_EarthShockDistance[Index_EarthShock2] = 0.00
- 'ELSE'-Aktionen
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'IF'-Bedingungen
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loop - Aktionen
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For each (Integer Index_EarthShock2) from 0 to (Index_EarthShock - 1), do (Actions)
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Ereignisse
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Earth Shock 3
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Ereignisse
- Unit - A unit dies
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Bedingungen
- ((Unit-type of (Triggering unit)) equal Earth Shock) or ((Unit-type of (Triggering unit)) equal Earth Shock (Collision))
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Aktionen
- unit - Remove (Triggering unit) from the game
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Ereignisse