So I'm trying to create an ability similar to a dash, It should send my Hero a few points forward and I have no clue where I'm wrong, I'm certain its like a spelling error or a NULL function.. Any Help?
Main Trigger-
Main Trigger-
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FrostStepMAIN
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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 Frost Step
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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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FrostStepINT[0] Equal to 0
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Then - Actions
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Trigger - Turn on FrostStepLOOP <gen>
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Else - Actions
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Set FrostStepINT[0] = (FrostStepINT[0] + 1)
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Set FrostStepINT[1] = (FrostStepINT[1] + 1)
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Set FrostStepCaster[FrostStepINT[1]] = (Triggering unit)
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Unit - Pause (Triggering unit)
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Set FrostStepReal1[FrostStepINT[1]] = (Facing of FrostStepCaster[FrostStepINT[1]])
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Set FrostStepFrostbite[FrostStepINT[1]] = (Level of (Ability being cast) for FrostStepCaster[FrostStepINT[1]])
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Set FrostStepSpeed[FrostStepINT[1]] = 70.00
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Set FrostStepDistance[FrostStepINT[1]] = 130
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Custom script: call SetUnitAnimationByIndex (udg_FrostStepCaster[udg_FrostStepINT[1]] , 2)
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Animation - Play FrostStepCaster[FrostStepINT[1]]'s walk animation
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Unit - Turn collision for FrostStepCaster[FrostStepINT[1]] Off
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FrostStepLOOP
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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 FrostStepINT[2]) from 1 to FrostStepINT[1], do (Actions)
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Loop - Actions
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Set FrostStepDistance[FrostStepINT[2]] = FrostStepDistance[(FrostStepINT[2] - 1)]
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Set FrostStepPoint3[FrostStepINT[2]] = (Position of FrostStepCaster[FrostStepINT[2]])
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Set FrostStepPoint4[FrostStepINT[2]] = (FrostStepPoint3[FrostStepINT[2]] offset by FrostStepSpeed[FrostStepINT[2]] towards FrostStepReal1[FrostStepINT[2]] degrees)
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Unit - Move FrostStepCaster[FrostStepINT[2]] instantly to FrostStepPoint4[FrostStepINT[2]], facing (Facing of FrostStepCaster[FrostStepINT[2]]) degrees
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Unit - Create 1 SneedyDummy for (Owner of FrostStepCaster[FrostStepINT[2]]) at FrostStepPoint4[FrostStepINT[2]] facing (Facing of FrostStepCaster[FrostStepINT[2]]) degrees
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Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
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Unit Group - Add (Last created unit) to FrostStepGroup3
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Animation - Play (Last created unit)'s walk animation
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Custom script: set bj_wantDestroyGroup=true
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Unit Group - Pick every unit in FrostStepGroup3 and do (Actions)
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Loop - Actions
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Set FrostStepPoint5[FrostStepINT[2]] = (Position of (Picked unit))
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Set FrostStepReal2[FrostStepINT[2]] = ((Distance between FrostStepPoint3[FrostStepINT[2]] and FrostStepPoint5[FrostStepINT[2]]) / 5.00)
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Animation - Change (Picked unit)'s vertex coloring to (50.00%, 50.00%, 100.00%) with FrostStepReal2[FrostStepINT[2]]% transparency
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Set FrostStepGroup1 = (Units within 200.00 of FrostStepPoint4[FrostStepINT[2]] matching ((((Matching unit) belongs to an enemy of (Owner of FrostStepCaster[FrostStepINT[2]])) Equal to True) and (((Matching unit) is in FrostStepGroup2) Equal to False)))
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Unit Group - Pick every unit in FrostStepGroup1 and do (Actions)
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Loop - Actions
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Unit Group - Add (Picked unit) to FrostStepGroup2
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Unit Group - Pick every unit in FrostStepGroup2 and do (Actions)
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Loop - Actions
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Unit - Create 1 SneedyDummy for (Owner of FrostStepCaster[FrostStepINT[2]]) at (Position of (Picked unit)) facing Default building facing degrees
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Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
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Unit - Add Frostbite to (Last created unit)
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Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
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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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Or - Any (Conditions) are true
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Conditions
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FrostStepDistance[FrostStepINT[2]] Less than or equal to 0
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(Terrain pathing at FrostStepPoint3[FrostStepINT[2]] of type Walkability is off) Equal to True
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Then - Actions
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For each (Integer FrostStepINT[2]) from 1 to FrostStepINT[1], do (Actions)
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Loop - Actions
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Unit - Turn collision for FrostStepCaster[FrostStepINT[2]] On
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Unit - Unpause FrostStepCaster[FrostStepINT[2]]
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Set FrostStepINT[1] = 0
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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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FrostStepINT[0] Equal to 0
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Then - Actions
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Set FrostStepINT[1] = 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_FrostStepPoint3[udg_FrostStepINT[2]])
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Custom script: call RemoveLocation (udg_FrostStepPoint4[udg_FrostStepINT[2]])
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Custom script: call DestroyGroup (udg_FrostStepGroup1)
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