- Joined
- Feb 1, 2012
- Messages
- 19
I'm not very good doing skills at trigger editor, and i'm with problem in my skill. The skill will create 4 Rock dummies around the Hero, then the enemy and the dummies will levitate, and the dummies will be released at him.
The problem: after the dummies be released, i can't detect when the dummies arrive at the enemy, remove then, and do the damage. Here is the trigger:
Thank you and sorry for bad english
The problem: after the dummies be released, i can't detect when the dummies arrive at the enemy, remove then, and do the damage. Here is the trigger:
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Rock Storm
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Rock Storm
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Actions
- Set RockS_Caster = (Casting unit)
- Set RockS_Target = (Target unit of ability being cast)
- Set RockS_DummyIN[1] = True
- Set RockS_DummyIN[2] = True
- Set RockS_DummyIN[3] = True
- Set RockS_DummyIN[4] = True
- Unit - Create 1 Rock dummy for (Owner of RockS_Caster) at ((Position of RockS_Caster) offset by (Random real number between 180.00 and 260.00) towards (Random real number between 0.00 and 179.00) degrees) facing Default building facing degrees
- Set RockS_Dummies[1] = (Last created unit)
- Unit - Create 1 Rock dummy for (Owner of RockS_Caster) at ((Position of RockS_Caster) offset by (Random real number between 180.00 and 260.00) towards (Random real number between 0.00 and 179.00) degrees) facing Default building facing degrees
- Set RockS_Dummies[2] = (Last created unit)
- Unit - Create 1 Rock dummy for (Owner of RockS_Caster) at ((Position of RockS_Caster) offset by (Random real number between 180.00 and 260.00) towards (Random real number between 0.00 and 179.00) degrees) facing Default building facing degrees
- Set RockS_Dummies[3] = (Last created unit)
- Unit - Create 1 Rock dummy for (Owner of RockS_Caster) at ((Position of RockS_Caster) offset by (Random real number between 180.00 and 260.00) towards (Random real number between 0.00 and 179.00) degrees) facing Default building facing degrees
- Set RockS_Dummies[4] = (Last created unit)
- Unit - Pause RockS_Caster
- Unit - Pause RockS_Target
- Unit - Add Crow Form to RockS_Target
- Unit - Remove Crow Form from RockS_Target
- Animation - Change RockS_Target flying height to 200.00 at 200.00
- Unit - Add Crow Form to RockS_Dummies[1]
- Unit - Add Crow Form to RockS_Dummies[2]
- Unit - Add Crow Form to RockS_Dummies[3]
- Unit - Add Crow Form to RockS_Dummies[4]
- Unit - Remove Crow Form from RockS_Dummies[1]
- Unit - Remove Crow Form from RockS_Dummies[2]
- Unit - Remove Crow Form from RockS_Dummies[3]
- Unit - Remove Crow Form from RockS_Dummies[4]
- Wait 1.00 seconds
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
- Animation - Change RockS_Dummies[(Integer A)] flying height to 200.00 at 200.00
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Loop - Actions
- Wait 1.50 seconds
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
- Unit - Order RockS_Dummies[(Integer A)] to Move To ((Position of RockS_Target) offset by 0.00 towards 0.00 degrees)
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Loop - Actions
- Trigger - Turn on Rock Storm 2 <gen>
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Events
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Rock Storm 2
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Events
- Time - Every 0.10 seconds of game time
- Conditions
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Actions
- Game - Display to (All players) the text: First text
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Unit Group - Pick every unit in (Units within 120.00 of (Position of RockS_Target)) and do (Actions)
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Loop - Actions
- Game - Display to (All players) the text: Second text
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Picked unit) Equal to RockS_Dummies[1]
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Then - Actions
- Game - Display to (All players) the text: Third text
- Unit - Remove RockS_Dummies[1] from the game
- Unit - Cause RockS_Caster to damage RockS_Target, dealing 50.00 damage of attack type Hero and damage type Normal
- Set RockS_DummyIN[1] = False
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Picked unit) Equal to RockS_Dummies[2]
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Then - Actions
- Unit - Remove RockS_Dummies[2] from the game
- Unit - Cause RockS_Caster to damage RockS_Target, dealing 50.00 damage of attack type Hero and damage type Normal
- Set RockS_DummyIN[2] = False
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Picked unit) Equal to RockS_Dummies[3]
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Then - Actions
- Unit - Remove RockS_Dummies[3] from the game
- Unit - Cause RockS_Caster to damage RockS_Target, dealing 50.00 damage of attack type Hero and damage type Normal
- Set RockS_DummyIN[3] = False
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Picked unit) Equal to RockS_Dummies[4]
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Then - Actions
- Unit - Remove RockS_Dummies[4] from the game
- Unit - Cause RockS_Caster to damage RockS_Target, dealing 50.00 damage of attack type Hero and damage type Normal
- Set RockS_DummyIN[4] = False
- Else - Actions
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If - Conditions
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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
- RockS_DummyIN[1] Equal to False
- RockS_DummyIN[2] Equal to False
- RockS_DummyIN[3] Equal to False
- RockS_DummyIN[4] Equal to False
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Then - Actions
- Animation - Change RockS_Target flying height to 0.00 at 200.00
- Unit - Unpause RockS_Target
- Unit - Unpause RockS_Caster
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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Events
Thank you and sorry for bad english