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
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Spell 1 MUI
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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 Spell 1
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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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RLoop[1] Equal to 0
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Then - Actions
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-------- 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 --------
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Game - Display to (All players) the text: WE TURN ON LOOP
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Trigger - Turn on Spell 1 Loop <gen>
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Else - Actions
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-------- ------------ --------
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Game - Display to (All players) the text: WE SETTING VARIABLE
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Set RLoop[1] = (RLoop[1] + 1)
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Set RLoop[2] = (RLoop[2] + 1)
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-------- ------------ --------
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Set RUnit[RLoop[2]] = (Triggering unit)
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Set RAoe[RLoop[2]] = 400.00
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Set RSpeed[RLoop[2]] = 10.00
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Set RDamage[RLoop[2]] = (10.00 x ((Real((Level of Spell 1 for RUnit[RLoop[2]]))) + (Real((Strength of RUnit[RLoop[2]] (Exclude bonuses))))))
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Set RStun[RLoop[2]] = True
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Set REffectStopper[RLoop[2]] = False
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Set RActive[RLoop[2]] = True
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-------- ------------ --------
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Set PointLeak2[200] = (Target point of ability being cast)
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Set PointLeak2[199] = (PointLeak2[200] offset by RAoe[RLoop[2]] towards (Random angle) degrees)
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Set RTarget[RLoop[2]] = (Target unit of ability being cast)
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Set REffect = Units\NightElf\Wisp\WispExplode.mdl
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Set PointLeak2[202] = (Position of RTarget[RLoop[2]])
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-------- ------------ --------
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Set RAngleFacing[RLoop[2]] = (Angle from PointLeak2[199] to PointLeak2[203])
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Unit - Create 1 Dummy Unit for (Owner of RUnit[RLoop[2]]) at PointLeak2[199] facing RAngleFacing[RLoop[2]] degrees
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Set RDummyUnit[RLoop[2]] = (Last created unit)
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Set RDummyUnit2[RLoop[2]] = RDummyUnit[RLoop[2]]
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Unit - Order RDummyUnit2[RLoop[2]] to Attack RTarget[RLoop[2]]
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Set PointLeak2[201] = (Position of RDummyUnit2[RLoop[2]])
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Set RAngle[RLoop[2]] = (Angle from PointLeak2[201] to PointLeak2[202])
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-------- ------------ --------
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Set RDistance[RLoop[2]] = (Distance between PointLeak2[201] and PointLeak2[202])
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-------- ------------ --------
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-------- STUN formula ; RStuncheck = duration stun / 0,03(trigger loop) /// 7/0,03 /// 12/0,03 etc --------
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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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RStun[RLoop[2]] Equal to True
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Then - Actions
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Unit - Pause RTarget[RLoop[2]]
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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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(Level of Spell 1 for RUnit[RLoop[2]]) Equal to 1
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Then - Actions
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Set RStunCheck[RLoop[2]] = 233
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Game - Display to (All players) the text: STUN BEGIN
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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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RStunCheckXtra[RLoop[2]] Equal to True
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Then - Actions
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Game - Display to (All players) the text: CANNOT STUN MORE TH...
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Set RStunCheck[RLoop[2]] = 0
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Else - Actions
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Set RStunCheckXtra[RLoop[2]] = True
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Else - 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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(Level of Spell 1 for RUnit[RLoop[2]]) Equal to 2
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Then - Actions
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Set RStunCheck[RLoop[2]] = 400
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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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RStunCheckXtra[RLoop[2]] Equal to True
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Then - Actions
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Game - Display to (All players) the text: CANNOT STUN MORE TH...
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Set RStunCheck[RLoop[2]] = 0
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Else - Actions
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Set RStunCheckXtra[RLoop[2]] = True
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Game - Display to (All players) the text: STUN BEGIN
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Else - 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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(Level of Spell 1 for RUnit[RLoop[2]]) Equal to 3
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Then - Actions
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Set RStunCheck[RLoop[2]] = 600
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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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RStunCheckXtra[RLoop[2]] Equal to True
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Then - Actions
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Game - Display to (All players) the text: CANNOT STUN MORE TH...
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Set RStunCheck[RLoop[2]] = 0
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Else - Actions
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Set RStunCheckXtra[RLoop[2]] = True
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Game - Display to (All players) the text: STUN BEGIN
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Else - Actions
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Else - Actions
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-------- ------------ --------
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Custom script: call RemoveLocation(udg_PointLeak2[199])
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Custom script: call RemoveLocation(udg_PointLeak2[200])
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Custom script: call RemoveLocation(udg_PointLeak2[201])
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Custom script: call RemoveLocation(udg_PointLeak2[202])
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Game - Display to (All players) the text: END WE DESTROY USEL...
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Spell 1 Loop
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Events
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Unit - A unit Is attacked
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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 RLoop[3]) from 1 to RLoop[2], do (Actions)
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Loop - 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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RStun[RLoop[3]] Equal to True
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Then - Actions
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Game - Display to (All players) the text: STUN REDUCED
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Set RStunCheck[RLoop[3]] = (RStunCheck[RLoop[3]] - 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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(RStunCheck[RLoop[3]] Equal to 0) or ((RTarget[RLoop[3]] is dead) Equal to True)
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Then - Actions
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Game - Display to (All players) the text: NO MORE STUN
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Set RLoop[1] = (RLoop[1] - 1)
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Unit - Unpause RTarget[RLoop[3]]
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Set RTarget[RLoop[3]] = No unit
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Set RStunCheckXtra[RLoop[2]] = False
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Else - Actions
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Else - Actions
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Set PointLeak2[201] = (Position of RDummyUnit2[RLoop[2]])
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Set PointLeak2[202] = (Position of RTarget[RLoop[2]])
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Set RDistance[RLoop[3]] = (Distance between PointLeak2[201] and PointLeak2[202])
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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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RActive[RLoop[3]] Equal to True
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(RDummyUnit2[RLoop[3]] is alive) Equal to True
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Then - Actions
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Game - Display to (All players) the text: LOOP Active
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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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RDistance[RLoop[3]] Greater than 0.00
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(RDummyUnit2[RLoop[3]] is alive) Equal to True
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Then - Actions
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Game - Display to (All players) the text: LOOP 1
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Unit - Order RDummyUnit2[RLoop[3]] to Attack RTarget[RLoop[3]]
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Set PointLeak2[203] = (PointLeak2[201] offset by RSpeed[RLoop[3]] towards RAngleFacing[RLoop[3]] degrees)
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Unit - Move RDummyUnit2[RLoop[3]] instantly to PointLeak2[203], facing RAngleFacing[RLoop[3]] degrees
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Custom script: call RemoveLocation(udg_PointLeak2[203])
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Else - 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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RDistance[RLoop[3]] Less than 0.00
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Then - Actions
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Game - Display to (All players) the text: LOOP 4
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Unit - Cause RUnit[RLoop[3]] to damage RTarget[RLoop[3]], dealing RDamage[RLoop[3]] damage of attack type Spells and damage type Normal
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Unit - Kill RDummyUnit[RLoop[3]]
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Unit - Kill RDummyUnit2[RLoop[3]]
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Set RActive[RLoop[3]] = False
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Else - 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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(RDistance[RLoop[3]] Less than or equal to 0.00) or ((Attacked unit) Equal to RTarget[RLoop[3]])
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Then - Actions
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Game - Display to (All players) the text: LOOP 4B
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Unit - Cause RUnit[RLoop[3]] to damage RTarget[RLoop[3]], dealing RDamage[RLoop[3]] damage of attack type Spells and damage type Normal
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Unit - Kill RDummyUnit[RLoop[3]]
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Unit - Kill RDummyUnit2[RLoop[3]]
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Set RActive[RLoop[3]] = False
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Else - Actions
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Else - 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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RLoop[1] Equal to 0
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Then - Actions
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Game - Display to (All players) the text: WE CLOSE TRIGGER CU...
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-------- if no spell is running we turn off the trigger --------
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Set RLoop[2] = 0
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Trigger - Turn off (This trigger)
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Else - 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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REffectStopper[RLoop[3]] Equal to False
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(RDummyUnit2[RLoop[3]] is dead) Equal to True
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Then - Actions
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Game - Display to (All players) the text: END OF SPELL + SPEC...
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Set PointLeak2[196] = (Position of RDummyUnit[RLoop[3]])
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Special Effect - Create a special effect at PointLeak2[196] using REffect
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Custom script: call RemoveLocation(udg_PointLeak2[196])
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Special Effect - Destroy (Last created special effect)
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-------- end of spell we destroy dummy created in first trigger & reseting variable to prevent glitch --------
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Unit - Remove RDummyUnit[RLoop[3]] from the game
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Set REffectStopper[RLoop[3]] = True
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Set RAngle[RLoop[3]] = 0.00
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Set RAngleFacing[RLoop[3]] = 0.00
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Set RDistance[RLoop[3]] = 0.00
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Set RSpeed[RLoop[3]] = 0.00
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Set RDamage[RLoop[3]] = 0.00
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Set RUnit[RLoop[3]] = No unit
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Set RDummyUnit[RLoop[3]] = No unit
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Set RDummyUnit2[RLoop[3]] = No unit
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Else - Actions
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Custom script: call RemoveLocation(udg_PointLeak2[195])
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Custom script: call RemoveLocation(udg_PointLeak2[197])
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Custom script: call RemoveLocation(udg_PointLeak2[202])
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Custom script: call RemoveLocation(udg_PointLeak2[201])
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