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Help with Meteor

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Level 13
Joined
May 10, 2009
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868
It's not a replacement, you tell the triggers to detect when the Infernal spell is cast, then you create a dummy unit and order to cast flame strike at the same time.

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Infernal
  • Actions
    • Set point = (Position of (Triggering unit))
    • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at point facing (Facing of (Triggering unit)) degrees
    • Unit - Add Flame Strike to (Last created unit)
    • Unit - Set level of Flame Strike for (Last created unit) to (Level of Infernal for (Triggering unit))
    • Custom script: call RemoveLocation(udg_point)
    • Set point = (Target point of ability being cast)
    • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike point
    • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
    • Custom script: call RemoveLocation(udg_point)
 
Level 13
Joined
May 10, 2009
Messages
868
NOTE: For some reason, the Inferno spell is quite buggy as it requires a valid unit type which lasts the duration of the stun duration in order to deal damage and stun enemy units. So I chose the dummy unit itself, because it can't attack and is invulnerable (thanks to the Locust ability), but you'll see a tiny health bar being displayed at targeted position - the dummy being spawned. If you reduce the dummy Selection Size to 0, sometimes the health bar shows as its original size.
 

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