here im making a spell request for some1, evrything seems to work xcept the value RDistance do not work at all!!!
when the RDummyUnit come to target point it should die & explode but nothing come to it,
Yes my variable name are shitty becuz i based it on another system i had
P.S i might have forgot to nullyfiy some variable & my structure probly aint the best any other tips for the trigger itself also Thanks
when the RDummyUnit come to target point it should die & explode but nothing come to it,
Yes my variable name are shitty becuz i based it on another system i had
P.S i might have forgot to nullyfiy some variable & my structure probly aint the best any other tips for the trigger itself also Thanks
-
Spell 1 MUI
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Spell 1
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RLoop[1] Equal to 0
-
Then - Actions
- -------- if that value is zero then it means, there are no instances running at the moment, so we now turn on the Example Loop trigger --------
- Game - Display to (All players) the text: WE TURN ON LOOP
- Trigger - Turn on Spell 1 Loop <gen>
- Else - Actions
-
If - Conditions
- -------- ------------ --------
- Game - Display to (All players) the text: WE SETTING VARIABLE
- Set RLoop[1] = (RLoop[1] + 1)
- Set RLoop[2] = (RLoop[2] + 1)
- -------- ------------ --------
- Set RUnit[RLoop[2]] = (Triggering unit)
- Set RAoe[RLoop[2]] = 400.00
- Set RSpeed[RLoop[2]] = 10.00
- Set RDamage[RLoop[2]] = (10.00 x ((Real((Level of Spell 1 for RUnit[RLoop[2]]))) + (Real((Strength of RUnit[RLoop[2]] (Exclude bonuses))))))
- Set RStun[RLoop[2]] = True
- Set REffectStopper[RLoop[2]] = False
- Set RActive[RLoop[2]] = True
- -------- ------------ --------
- Set PointLeak2[200] = (Target point of ability being cast)
- Set PointLeak2[199] = (PointLeak2[200] offset by RAoe[RLoop[2]] towards (Random angle) degrees)
- Set RTarget[RLoop[2]] = (Target unit of ability being cast)
- Set REffect = Units\NightElf\Wisp\WispExplode.mdl
- Set PointLeak2[202] = (Position of RTarget[RLoop[2]])
- -------- ------------ --------
- Set RAngleFacing[RLoop[2]] = (Angle from PointLeak2[199] to PointLeak2[203])
- Unit - Create 1 Dummy Unit for (Owner of RUnit[RLoop[2]]) at PointLeak2[199] facing RAngleFacing[RLoop[2]] degrees
- Set RDummyUnit[RLoop[2]] = (Last created unit)
- Set RDummyUnit2[RLoop[2]] = RDummyUnit[RLoop[2]]
- Unit - Order RDummyUnit2[RLoop[2]] to Attack RTarget[RLoop[2]]
- Set PointLeak2[201] = (Position of RDummyUnit2[RLoop[2]])
- Set RAngle[RLoop[2]] = (Angle from PointLeak2[201] to PointLeak2[202])
- -------- ------------ --------
- Set RDistance[RLoop[2]] = (Distance between PointLeak2[201] and PointLeak2[202])
- -------- ------------ --------
- -------- STUN formula ; RStuncheck = duration stun / 0,03(trigger loop) /// 7/0,03 /// 12/0,03 etc --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RStun[RLoop[2]] Equal to True
-
Then - Actions
- Unit - Pause RTarget[RLoop[2]]
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Level of Spell 1 for RUnit[RLoop[2]]) Equal to 1
-
Then - Actions
- Set RStunCheck[RLoop[2]] = 233
- Game - Display to (All players) the text: STUN BEGIN
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RStunCheckXtra[RLoop[2]] Equal to True
-
Then - Actions
- Game - Display to (All players) the text: CANNOT STUN MORE TH...
- Set RStunCheck[RLoop[2]] = 0
- Else - Actions
-
If - Conditions
- Set RStunCheckXtra[RLoop[2]] = True
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Level of Spell 1 for RUnit[RLoop[2]]) Equal to 2
-
Then - Actions
- Set RStunCheck[RLoop[2]] = 400
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RStunCheckXtra[RLoop[2]] Equal to True
-
Then - Actions
- Game - Display to (All players) the text: CANNOT STUN MORE TH...
- Set RStunCheck[RLoop[2]] = 0
- Else - Actions
-
If - Conditions
- Set RStunCheckXtra[RLoop[2]] = True
- Game - Display to (All players) the text: STUN BEGIN
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Level of Spell 1 for RUnit[RLoop[2]]) Equal to 3
-
Then - Actions
- Set RStunCheck[RLoop[2]] = 600
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RStunCheckXtra[RLoop[2]] Equal to True
-
Then - Actions
- Game - Display to (All players) the text: CANNOT STUN MORE TH...
- Set RStunCheck[RLoop[2]] = 0
- Else - Actions
-
If - Conditions
- Set RStunCheckXtra[RLoop[2]] = True
- Game - Display to (All players) the text: STUN BEGIN
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
- -------- ------------ --------
- Custom script: call RemoveLocation(udg_PointLeak2[199])
- Custom script: call RemoveLocation(udg_PointLeak2[200])
- Custom script: call RemoveLocation(udg_PointLeak2[201])
- Custom script: call RemoveLocation(udg_PointLeak2[202])
- Game - Display to (All players) the text: END WE DESTROY USEL...
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Spell 1 Loop
-
Events
- Unit - A unit Is attacked
- Time - Every 0.03 seconds of game time
- Conditions
-
Actions
-
For each (Integer RLoop[3]) from 1 to RLoop[2], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RStun[RLoop[3]] Equal to True
-
Then - Actions
- Game - Display to (All players) the text: STUN REDUCED
- Set RStunCheck[RLoop[3]] = (RStunCheck[RLoop[3]] - 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (RStunCheck[RLoop[3]] Equal to 0) or ((RTarget[RLoop[3]] is dead) Equal to True)
-
Then - Actions
- Game - Display to (All players) the text: NO MORE STUN
- Set RLoop[1] = (RLoop[1] - 1)
- Unit - Unpause RTarget[RLoop[3]]
- Set RTarget[RLoop[3]] = No unit
- Set RStunCheckXtra[RLoop[2]] = False
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
- Set PointLeak2[201] = (Position of RDummyUnit2[RLoop[2]])
- Set PointLeak2[202] = (Position of RTarget[RLoop[2]])
- Set RDistance[RLoop[3]] = (Distance between PointLeak2[201] and PointLeak2[202])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RActive[RLoop[3]] Equal to True
- (RDummyUnit2[RLoop[3]] is alive) Equal to True
-
Then - Actions
- Game - Display to (All players) the text: LOOP Active
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RDistance[RLoop[3]] Greater than 0.00
- (RDummyUnit2[RLoop[3]] is alive) Equal to True
-
Then - Actions
- Game - Display to (All players) the text: LOOP 1
- Unit - Order RDummyUnit2[RLoop[3]] to Attack RTarget[RLoop[3]]
- Set PointLeak2[203] = (PointLeak2[201] offset by RSpeed[RLoop[3]] towards RAngleFacing[RLoop[3]] degrees)
- Unit - Move RDummyUnit2[RLoop[3]] instantly to PointLeak2[203], facing RAngleFacing[RLoop[3]] degrees
- Custom script: call RemoveLocation(udg_PointLeak2[203])
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RDistance[RLoop[3]] Less than 0.00
-
Then - Actions
- Game - Display to (All players) the text: LOOP 4
- Unit - Cause RUnit[RLoop[3]] to damage RTarget[RLoop[3]], dealing RDamage[RLoop[3]] damage of attack type Spells and damage type Normal
- Unit - Kill RDummyUnit[RLoop[3]]
- Unit - Kill RDummyUnit2[RLoop[3]]
- Set RActive[RLoop[3]] = False
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (RDistance[RLoop[3]] Less than or equal to 0.00) or ((Attacked unit) Equal to RTarget[RLoop[3]])
-
Then - Actions
- Game - Display to (All players) the text: LOOP 4B
- Unit - Cause RUnit[RLoop[3]] to damage RTarget[RLoop[3]], dealing RDamage[RLoop[3]] damage of attack type Spells and damage type Normal
- Unit - Kill RDummyUnit[RLoop[3]]
- Unit - Kill RDummyUnit2[RLoop[3]]
- Set RActive[RLoop[3]] = False
- Else - Actions
-
If - Conditions
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RLoop[1] Equal to 0
-
Then - Actions
- Game - Display to (All players) the text: WE CLOSE TRIGGER CU...
- -------- if no spell is running we turn off the trigger --------
- Set RLoop[2] = 0
- Trigger - Turn off (This trigger)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- REffectStopper[RLoop[3]] Equal to False
- (RDummyUnit2[RLoop[3]] is dead) Equal to True
-
Then - Actions
- Game - Display to (All players) the text: END OF SPELL + SPEC...
- Set PointLeak2[196] = (Position of RDummyUnit[RLoop[3]])
- Special Effect - Create a special effect at PointLeak2[196] using REffect
- Custom script: call RemoveLocation(udg_PointLeak2[196])
- Special Effect - Destroy (Last created special effect)
- -------- end of spell we destroy dummy created in first trigger & reseting variable to prevent glitch --------
- Unit - Remove RDummyUnit[RLoop[3]] from the game
- Set REffectStopper[RLoop[3]] = True
- Set RAngle[RLoop[3]] = 0.00
- Set RAngleFacing[RLoop[3]] = 0.00
- Set RDistance[RLoop[3]] = 0.00
- Set RSpeed[RLoop[3]] = 0.00
- Set RDamage[RLoop[3]] = 0.00
- Set RUnit[RLoop[3]] = No unit
- Set RDummyUnit[RLoop[3]] = No unit
- Set RDummyUnit2[RLoop[3]] = No unit
- Else - Actions
-
If - Conditions
- Custom script: call RemoveLocation(udg_PointLeak2[195])
- Custom script: call RemoveLocation(udg_PointLeak2[197])
- Custom script: call RemoveLocation(udg_PointLeak2[202])
- Custom script: call RemoveLocation(udg_PointLeak2[201])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer RLoop[3]) from 1 to RLoop[2], do (Actions)
-
Events