Hi guys,
I've got a problem with changing the flying height via trigger.
You should know that the unit is basicly flying (no need to add Storm Crow ability) and i'm using Bribe's Unit Indexer.
The ability should work like that: The casting unit (flying) drops a bomb (dummy/flying) that falls down and explodes on the ground. But the flying height stays the same :/
I've got a problem with changing the flying height via trigger.
You should know that the unit is basicly flying (no need to add Storm Crow ability) and i'm using Bribe's Unit Indexer.
The ability should work like that: The casting unit (flying) drops a bomb (dummy/flying) that falls down and explodes on the ground. But the flying height stays the same :/
-
Explosive Barrels 1
-
Events
- Unit - A unit starts the effect of an ability
-
Conditions
- Ability being cast equal to Explosive Barrels
-
Actions
- Set ExplosiveBarrels_Point = (Position of (Triggering unit))
- Set ExplosiveBarrels_Counter = (ExplosiveBarrels_Counter + 1)
- Unit - Create 1 Dummy_Barrel for (Triggering Player) at ExplosiveBarrels_Point facing blablabla degrees
- Set ExplosiveBarrels_Unit = (Last created unit)
- Set ExplosiveBarrels_Index = (Custom value of ExplosiveBarrels_Unit)
- Set ExplosiveBarrels_Height[ExplosiveBarrels_Index] = 230.00
- Unit Group - Add ExplosiveBarrels_Unit to ExplosiveBarrels_Group
- Custom script: call RemoveLocation (udg_ExplosiveBarrels_Point)
- Trigger - Turn on Explosive Barrels 2 <gen>
-
Events
-
Explosive Barrels 2
-
Events
- Time - Every 0.05 seconds of game time
- Conditions
-
Actions
-
Unit Group - Pick every unit in ExplosiveBarrels_Group and do (Actions)
-
Loop - Actions
- Set ExplosiveBarrels_Unit = (Picked unit)
- Set ExplosiveBarrels_Index = (Custom value of ExplosiveBarrels_Unit)
- Set ExplosiveBarrels_Height[ExplosiveBarrels_Index] = (ExplosiveBarrels_Height[ExplosiveBarrels_Index] - 3.00)
- Animation - Change ExplosiveBarrels_Unit flying height to ExplosiveBarrels_Height[ExplosiveBarrels_Index] at 0.00
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Conditions
- ExplosiveBarrels_Height[ExplosiveBarrels_Index] equal to 0.00
-
'THEN'-Actions
- Unit - Kill ExplosiveBarrels_Unit
- Set ExplosiveBarrels_Counter = (ExplosiveBarrels_Counter - 1)
- 'ELSE'-Actions
-
'IF'-Conditions
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Conditions
- ExplosiveBarrels_Counter equal to 0
-
'THEN'-Actions
- Trigger - Turn off (This trigger)
- 'ELSE'-Actions
-
'IF'-Conditions
-
Unit Group - Pick every unit in ExplosiveBarrels_Group and do (Actions)
-
Events