- Joined
- Feb 15, 2008
- Messages
- 2,174
the spell kills my friendly units and my self?
so where is the problem?
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TimeWalk Start
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Events
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Unit - A unit Begins casting an ability
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Conditions
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(Ability being cast) Equal to Time Walk
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Actions
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Set TW_Unit = (Triggering unit)
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Set TW_TrigUnitPoint = (Position of TW_Unit)
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Set TW_DashPoint = (Target point of ability being cast)
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Set TW_Angle = (Angle from TW_TrigUnitPoint to TW_DashPoint)
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Set TW_MaxDistance = (Distance between TW_TrigUnitPoint and TW_DashPoint)
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Set TW_DistanceTraveled = 0.00
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Unit - Turn collision for TW_Unit Off
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Unit - Pause TW_Unit
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Animation - Play (Triggering unit)'s spell animation
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Animation - Change TW_Unit's vertex coloring to (0.00%, 0.00%, 0.00%) with 50.00% transparency
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Special Effect - Create a special effect attached to the left hand of TW_Unit using <Empty String>
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Set TW_Unit_effect[1] = (Last created special effect)
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Special Effect - Create a special effect attached to the right hand of TW_Unit using <Empty String>
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Set TW_Unit_effect[2] = (Last created special effect)
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Custom script: call RemoveLocation(udg_TW_TrigUnitPoint)
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Custom script: call RemoveLocation(udg_TW_DashPoint)
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Wait 0.50 seconds
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Trigger - Turn on TimeWalk Dash <gen>
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TimeWalk Dash
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Events
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Time - Every 0.01 seconds of game time
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Conditions
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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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TW_DistanceTraveled Greater than or equal to TW_MaxDistance
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Then - Actions
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Set TW_DistanceTraveled = 0.00
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Set TW_DashPoint = (Position of TW_Unit)
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Unit - Turn collision for TW_Unit On
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Animation - Change TW_Unit's vertex coloring to (8.50%, 48.00%, 100.00%) with 0.00% transparency
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Special Effect - Destroy TW_Unit_effect[1]
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Special Effect - Destroy TW_Unit_effect[2]
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Unit - Create 1 Dummy Unit WALKER for (Owner of TW_Unit) at TW_DashPoint facing Default building facing degrees
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Unit - Set level of Time Walk Dummy for (Last created unit) to (Level of AoE Life Drain for TW_Unit)
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Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
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Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
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Unit - Unpause TW_Unit
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Custom script: call RemoveLocation(udg_TW_DashPoint)
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Trigger - Turn off (This trigger)
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Else - Actions
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Set TW_TrigUnitPoint = (Position of TW_Unit)
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Set TW_DashPoint = (TW_TrigUnitPoint offset by 15.00 towards TW_Angle degrees)
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Unit - Move TW_Unit instantly to TW_DashPoint
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Set TW_DistanceTraveled = (TW_DistanceTraveled + 15.00)
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Destructible - Pick every destructible within 100.00 of TW_DashPoint and do (Actions)
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Loop - Actions
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Destructible - Kill (Picked destructible)
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Unit Group - Pick every unit in (Units within 100.00 of TW_DashPoint matching (TW_Unit Not equal to (Matching unit))) and do (Actions)
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Loop - Actions
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Unit - Cause TW_Unit to damage (Picked unit), dealing 100.00 damage of attack type Normal and damage type Normal
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Custom script: call RemoveLocation(udg_TW_TrigUnitPoint)
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Custom script: call RemoveLocation(udg_TW_DashPoint)
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so where is the problem?



