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Help with triggered Shockwave

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Level 13
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Aug 19, 2014
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Hello guys I'm making a triggered shockwave spell and I'm using Bribe's template :fp: http://www.hiveworkshop.com/forums/...ell-template-202003/?prev=d=list&r=20&u=Bribe

Also Flux has given me an example of the trigger a long time ago and I just apply it to Bribe's template.

  • SW Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- prevents re-creation --------
      • Custom script: call DestroyGroup(udg_Spell_Group[0])
      • Custom script: call DestroyGroup(udg_Spell_Group[1])
  • [/hidden]
  • SW C
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Shockwave (triggered)
    • Actions
      • -------- --------
      • -------- Create a dummy unit to represent this spell --------
      • -------- --------
      • Set Temp_Location = (Target point of ability being cast)
      • Unit - Create 1 Dummy Unit for (Triggering player) at Temp_Location facing 0.00 degrees
      • -------- --------
      • Set Temp_Unit = (Last created unit)
      • Set TempInteger = (Custom value of Temp_Unit)
      • -------- --------
      • Set TempInteger = (TempInteger + 1)
      • Set Spell_Caster[TempInteger] = (Triggering unit)
      • Set Temp_Location_2 = (Position of Spell_Caster[TempInteger])
      • Set Spell_Owner[TempInteger] = (Triggering player)
      • Set Spell_Distance[TempInteger] = 0.00
      • Set Spell_Missie_Facing[TempInteger] = (Angle from Temp_Location_2 to Temp_Location)
      • Unit - Create 1 Shockwave Missile for Spell_Owner[TempInteger] at Temp_Location_2 facing Spell_Missie_Facing[TempInteger] degrees
      • Set Spell_Missle[TempInteger] = (Last created unit)
      • -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TempInteger Equal to 1
        • Then - Actions
          • -------- --------
          • -------- Turn on the loop trigger as it's currently off --------
          • -------- --------
          • Trigger - Turn on SW Loop <gen>
        • Else - Actions
      • -------- --------
      • -------- Add the dummy to this spell's group so that it can be referenced over time --------
      • -------- --------
      • Unit Group - Add Temp_Unit to Temp_Group
      • -------- --------
      • -------- Clean leaks of course --------
      • -------- --------
      • Custom script: call RemoveLocation(udg_Temp_Location)
      • Custom script: call RemoveLocation(udg_Temp_Location_2)
  • [/hidden]
  • SW Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Set Temp_Unit = (Picked unit)
          • Set TempInteger = (Custom value of Temp_Unit)
          • -------- --------
          • -------- This next chunk of code is just for the demo - change it to what you want your spell to be like --------
          • -------- --------
          • For each (Integer TempInteger) from 1 to TempInteger, do (Actions)
            • Loop - Actions
              • Set Temp_Location = (Position of Spell_Missle[Temp_Loop_Integer])
              • Set Temp_Location_2 = (Temp_Location offset by 40.00 towards Spell_Missie_Facing[Temp_Loop_Integer] degrees)
              • Set Spell_Distance[Temp_Loop_Integer] = (Spell_Distance[Temp_Loop_Integer] + 40.00)
              • Unit - Move Spell_Missle[Temp_Loop_Integer] instantly to Temp_Location_2
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in (Units within 200.00 of Temp_Location matching ((((Matching unit) belongs to an enemy of Spell_Owner[Temp_Loop_Integer]) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) and do (Actions)
                • Loop - Actions
                  • Set Temp_Target = (Picked unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Temp_Target is in Spell_Group[Temp_Loop_Integer]) Equal to False
                    • Then - Actions
                      • Unit - Cause TempUnit to damage Temp_Target, dealing 100.00 damage of attack type Spells and damage type Normal
                      • Unit Group - Add Temp_Target to Spell_Group[Temp_Loop_Integer]
                    • Else - Actions
          • Custom script: call RemoveLocation(udg_Temp_Location)
          • Custom script: call RemoveLocation(udg_Temp_Location_2)
          • -------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Spell_Distance[Temp_Loop_Integer] Greater than or equal to 1000.00
            • Then - Actions
              • Unit - Kill Spell_Missle[Temp_Loop_Integer]
              • Unit Group - Remove Temp_Unit from Temp_Group
              • Unit - Remove Temp_Unit from the game
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Temp_Group is empty) Equal to True
                • Then - Actions
                  • -------- --------
                  • -------- Turn off this trigger as it's currently doing nothing --------
                  • -------- --------
                  • Trigger - Turn off SW Loop <gen>
                • Else - Actions
            • Else - Actions
  • [/hidden]
However as soon as I cast the shockwave ability, the map lags and its so intense I have to close it :ogre_hurrhurr: Can you point out what I did wrong?
 
Last edited:
Level 13
Joined
Aug 19, 2014
Messages
1,111
Its not causing lag anymore.

  • SW Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Set Temp_Unit = (Picked unit)
          • Set TempInteger = (Custom value of Temp_Unit)
          • -------- --------
          • -------- This next chunk of code is just for the demo - change it to what you want your spell to be like --------
          • -------- --------
          • Set Temp_Location = (Position of Spell_Missle[Temp_Loop_Integer])
          • Set Temp_Location_2 = (Temp_Location offset by 40.00 towards Spell_Missie_Facing[Temp_Loop_Integer] degrees)
          • Set Spell_Distance[Temp_Loop_Integer] = (Spell_Distance[Temp_Loop_Integer] + 40.00)
          • Unit - Move Spell_Missle[Temp_Loop_Integer] instantly to Temp_Location_2
          • For each (Integer TempInteger) from 1 to TempInteger, do (Actions)
            • Loop - Actions
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in (Units within 200.00 of Temp_Location matching ((((Matching unit) belongs to an enemy of Spell_Owner[Temp_Loop_Integer]) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) and do (Actions)
                • Loop - Actions
                  • Set Temp_Target = (Picked unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Temp_Target is in Spell_Group[Temp_Loop_Integer]) Equal to False
                    • Then - Actions
                      • Unit - Cause TempUnit to damage Temp_Target, dealing 100.00 damage of attack type Spells and damage type Normal
                      • Unit Group - Add Temp_Target to Spell_Group[Temp_Loop_Integer]
                    • Else - Actions
          • Custom script: call RemoveLocation(udg_Temp_Location)
          • Custom script: call RemoveLocation(udg_Temp_Location_2)
          • -------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Spell_Distance[Temp_Loop_Integer] Greater than or equal to 1000.00
            • Then - Actions
              • Unit - Kill Spell_Missle[Temp_Loop_Integer]
              • Unit Group - Remove Temp_Unit from Temp_Group
              • Unit - Remove Temp_Unit from the game
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Temp_Group is empty) Equal to True
                • Then - Actions
                  • -------- --------
                  • -------- Turn off this trigger as it's currently doing nothing --------
                  • -------- --------
                  • Trigger - Turn off SW Loop <gen>
                • Else - Actions
            • Else - Actions
  • [/hidden]
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
You've got some weird code. You are not setting Temp_Loop_Integer anywhere, and you can't loop from 1 to TempInteger using TempInteger (nor do I see what you're trying to accomplish by doing so). The custom value of the unit is immutable and looping through all custom values up until that one is not your intention.

Sorry I'm just having trouble understanding, maybe some picture will help me :ogre_haosis: Anyway I'm still trying.
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
How about this one Bribe, I deleted the part For each (Integer TempInteger) from 1 to TempInteger, do (Actions) like you said. Although the shockwave missile appears on the targeted point instantly and it didn't do any damage.

  • SW Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Set Temp_Unit = (Picked unit)
          • Set TempInteger = (Custom value of Temp_Unit)
          • -------- --------
          • -------- This next chunk of code is just for the demo - change it to what you want your spell to be like --------
          • -------- --------
          • Set Temp_Location = (Position of Spell_Missle[TempInteger])
          • Set Temp_Location_2 = (Temp_Location offset by 40.00 towards Spell_Missie_Facing[TempInteger] degrees)
          • Set Spell_Distance[TempInteger] = (Spell_Distance[TempInteger] + 40.00)
          • Unit - Move Spell_Missle[TempInteger] instantly to Temp_Location_2
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 200.00 of Temp_Location matching ((((Matching unit) belongs to an enemy of Spell_Owner[TempInteger]) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) and do (Actions)
            • Loop - Actions
              • Set Temp_Target = (Picked unit)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Temp_Target is in Spell_Group[TempInteger]) Equal to False
                • Then - Actions
                  • Unit - Cause TempUnit to damage Temp_Target, dealing 100.00 damage of attack type Spells and damage type Normal
                  • Unit Group - Add Temp_Target to Spell_Group[TempInteger]
                • Else - Actions
          • Custom script: call RemoveLocation(udg_Temp_Location)
          • Custom script: call RemoveLocation(udg_Temp_Location_2)
          • -------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Spell_Distance[TempInteger] Greater than or equal to 1000.00
            • Then - Actions
              • Unit - Kill Spell_Missle[TempInteger]
              • Unit Group - Remove Temp_Unit from Temp_Group
              • Unit - Remove Temp_Unit from the game
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Temp_Group is empty) Equal to True
                • Then - Actions
                  • -------- --------
                  • -------- Turn off this trigger as it's currently doing nothing --------
                  • -------- --------
                  • Trigger - Turn off SW Loop <gen>
                • Else - Actions
            • Else - Actions
  • [/hidden]
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
According to your Shockwave cast trigger, you're creating your dummy at target point (temp_loc). You should change that to caster's position (temp_loc2).

Yeah I noticed that, but still thanks :ogre_haosis: However the missile doesn't move towards to Temp_Location_2 in the Loop trigger.
 
Level 37
Joined
Jul 22, 2015
Messages
3,485
  • Set TempInteger = (Custom value of Temp_Unit)
  • Set TempInteger = (TempInteger + 1)

Why do you add 1 to the unit's custom value? That is going to totally screw up your loop since you only do this:

  • Set Temp_Unit = (Picked unit)
  • Set TempInteger = (Custom value of Temp_Unit)

You shouldn't be adding 1 to it at all. Also, your unit group function should be using Temp_Location_2 as a point to deal damage around, not Temp_Location.

On a side note, an offset value of 40.00 every 0.03 seconds is insanely fast. With a distance check of 1000.00, your missle is going to reach that in 0.75 seconds.
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
  • Set TempInteger = (Custom value of Temp_Unit)
  • Set TempInteger = (TempInteger + 1)

Why do you add 1 to the unit's custom value? That is going to totally screw up your loop since you only do this:

  • Set Temp_Unit = (Picked unit)
  • Set TempInteger = (Custom value of Temp_Unit)

You shouldn't be adding 1 to it at all. Also, your unit group function should be using Temp_Location_2 as a point to deal damage around, not Temp_Location.

On a side note, an offset value of 40.00 every 0.03 seconds is insanely fast. With a distance check of 1000.00, your missle is going to reach that in 0.75 seconds.

Thanks KILLCIDE, I did all of that because I mix Flux shockwave trigger with Bribe's template :ogre_hurrhurr: I fix what you've said, anyway what can you recommend that I should put into the offset value in order not to make it insanely fast?
 
Last edited:
Level 13
Joined
Aug 19, 2014
Messages
1,111
The shockwave missile moves, however it doesn't deal any damage. By using Bribe's template the dummy unit summoned at SW Cast trigger should damage the Temp Target at the SW Loop trigger.


  • SW Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Shockwave (triggered)
    • Actions
      • -------- --------
      • -------- Create a dummy unit to represent this spell --------
      • -------- --------
      • Set Temp_Location = (Target point of ability being cast)
      • Unit - Create 1 Dummy Unit for (Triggering player) at Temp_Location facing 0.00 degrees
      • -------- --------
      • Set Temp_Unit = (Last created unit)
      • Set TempInteger = (Custom value of Temp_Unit)
      • -------- --------
      • Set Spell_Caster[TempInteger] = (Triggering unit)
      • Set Temp_Location_2 = (Position of Spell_Caster[TempInteger])
      • Set Spell_Owner[TempInteger] = (Triggering player)
      • Set Spell_Distance[TempInteger] = 0.00
      • Set Temp_Value = (50.00 x (Real((Level of Shockwave (triggered) for Spell_Caster[TempInteger]))))
      • Set Spell_Damage[TempInteger] = Temp_Value
      • Set Spell_Missie_Facing[TempInteger] = (Angle from Temp_Location_2 to Temp_Location)
      • Unit - Create 1 Shockwave Missile for Spell_Owner[TempInteger] at Temp_Location_2 facing Spell_Missie_Facing[TempInteger] degrees
      • Set Spell_Missle[TempInteger] = (Last created unit)
      • -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Temp_Group is empty) Equal to True
        • Then - Actions
          • -------- --------
          • -------- Turn on the loop trigger as it's currently off --------
          • -------- --------
          • Trigger - Turn on SW Loop <gen>
        • Else - Actions
      • -------- --------
      • -------- Add the dummy to this spell's group so that it can be referenced over time --------
      • -------- --------
      • Unit Group - Add Temp_Unit to Temp_Group
      • -------- --------
      • -------- Clean leaks of course --------
      • -------- --------
      • Custom script: call RemoveLocation(udg_Temp_Location)
      • Custom script: call RemoveLocation(udg_Temp_Location_2)
  • [/hidden]
  • SW Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Set Temp_Unit = (Picked unit)
          • Set TempInteger = (Custom value of Temp_Unit)
          • Set TempPlayer = (Owner of Temp_Unit)
          • -------- --------
          • -------- This next chunk of code is just for the demo - change it to what you want your spell to be like --------
          • -------- --------
          • Set Temp_Location = (Position of Spell_Missle[TempInteger])
          • Set Temp_Location_2 = (Temp_Location offset by 40.00 towards Spell_Missie_Facing[TempInteger] degrees)
          • Set Spell_Distance[TempInteger] = (Spell_Distance[TempInteger] + 15.00)
          • Unit - Move Spell_Missle[TempInteger] instantly to Temp_Location_2
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 200.00 of Temp_Location_2) and do (Actions)
            • Loop - Actions
              • Set Temp_Target = (Picked unit)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Temp_Target belongs to an enemy of TempPlayer) Equal to True
                  • (Temp_Target is alive) Equal to True
                  • (Temp_Target is A structure) Equal to False
                • Then - Actions
                  • Unit - Cause TempUnit to damage Temp_Target, dealing Spell_Damage[TempInteger] damage of attack type Spells and damage type Normal
                • Else - Actions
          • Custom script: call RemoveLocation(udg_Temp_Location)
          • Custom script: call RemoveLocation(udg_Temp_Location_2)
          • -------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Spell_Distance[TempInteger] Greater than or equal to 1000.00
            • Then - Actions
              • Unit - Kill Spell_Missle[TempInteger]
              • Unit Group - Remove Temp_Unit from Temp_Group
              • Unit - Remove Temp_Unit from the game
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Temp_Group is empty) Equal to True
                • Then - Actions
                  • -------- --------
                  • -------- Turn off this trigger as it's currently doing nothing --------
                  • -------- --------
                  • Trigger - Turn off SW Loop <gen>
                • Else - Actions
            • Else - Actions
  • [/hidden]
 
Level 37
Joined
Jul 22, 2015
Messages
3,485
Your filters look fine, so I'm not entirely sure why it's not dealing damage. However, I am a little confused as to why you have the dummy deal damage, and not the caster? I'm also confused to why you set TempPlayer = (Owner of Temp_Unit) for every loop iteration when you already have Spell_Owner[TempInteger] from on cast.

+1 for not using (Matching unit) for unit group filters. Also, make sure to fix that distance increment issue Bribe pointed out, that will cause some annoying problems. This is why you never hardcode stuff!

The if-block where you check "Spell_Distance[TempInteger] Greater than or equal to 1000.00" has no damage inside of it. You need to add the "Unit - Damage Target" there so the caster can damage his victims.
Since he's trying to recreate Shockwave, I think he wants to deal damage as the missle moves, not only at the end.
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
I'm making a triggered shockwave using Bribe's template :fp: http://www.hiveworkshop.com/forums/...ell-template-202003/?prev=d=list&r=20&u=Bribe

Making the dummy to deal damage instead of the caster is a part of the template too, just in case the caster dies when the spell is cast. Also the group filter is part of the template too, so I just followed it. I already fix what Bribe said.

I already fix the spell and finally its working like a shockwave does :ogre_haosis: Although when two units cast the spell the other shockwave missile stops, so I guess its not MUI. I already used this template on my map and made an MUI spell with it. I'm still struggling with this code :ogre_icwydt:

I posted the new triggers above in case someone like to give a suggestion to make it more efficient.

  • SW Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Shockwave (triggered)
    • Actions
      • -------- --------
      • -------- Create a dummy unit to represent this spell --------
      • -------- --------
      • Set Temp_Location = (Target point of ability being cast)
      • Unit - Create 1 Dummy Unit for (Triggering player) at Temp_Location facing 0.00 degrees
      • -------- --------
      • Set Temp_Unit = (Last created unit)
      • Set TempInteger = (Custom value of Temp_Unit)
      • -------- --------
      • Set Spell_Caster[TempInteger] = (Triggering unit)
      • Set Temp_Location_2 = (Position of Spell_Caster[TempInteger])
      • Set Spell_Owner[TempInteger] = (Triggering player)
      • Set Spell_Distance[TempInteger] = 0.00
      • Set Temp_Value = (50.00 x (Real((Level of Shockwave (triggered) for Spell_Caster[TempInteger]))))
      • Set Spell_Damage[TempInteger] = Temp_Value
      • Set Spell_Missie_Facing[TempInteger] = (Angle from Temp_Location_2 to Temp_Location)
      • Unit - Create 1 Shockwave Missile for Spell_Owner[TempInteger] at Temp_Location_2 facing Spell_Missie_Facing[TempInteger] degrees
      • Set Spell_Missle[TempInteger] = (Last created unit)
      • -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Temp_Group is empty) Equal to True
        • Then - Actions
          • -------- --------
          • -------- Turn on the loop trigger as it's currently off --------
          • -------- --------
          • Trigger - Turn on SW Loop <gen>
        • Else - Actions
      • -------- --------
      • -------- Add the dummy to this spell's group so that it can be referenced over time --------
      • -------- --------
      • Unit Group - Add Temp_Unit to Temp_Group
      • -------- --------
      • -------- Clean leaks of course --------
      • -------- --------
      • Custom script: call RemoveLocation(udg_Temp_Location)
      • Custom script: call RemoveLocation(udg_Temp_Location_2)
  • [/hidden]
  • SW Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Set Temp_Unit = (Picked unit)
          • Set TempInteger = (Custom value of Temp_Unit)
          • -------- --------
          • -------- This next chunk of code is just for the demo - change it to what you want your spell to be like --------
          • -------- --------
          • Set Temp_Location_3 = (Position of Spell_Missle[TempInteger])
          • Set Temp_Location_4 = (Temp_Location_3 offset by 40.00 towards Spell_Missie_Facing[TempInteger] degrees)
          • Set Spell_Distance[TempInteger] = (Spell_Distance[TempInteger] + 40.00)
          • Unit - Move Spell_Missle[TempInteger] instantly to Temp_Location_4
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 200.00 of Temp_Location_4) and do (Actions)
            • Loop - Actions
              • Set Temp_Target = (Picked unit)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Temp_Target belongs to an enemy of Spell_Owner[TempInteger]) Equal to True
                  • (Temp_Target is alive) Equal to True
                  • (Temp_Target is A structure) Equal to False
                • Then - Actions
                  • Unit - Cause Temp_Unit to damage Temp_Target, dealing Spell_Damage[TempInteger] damage of attack type Spells and damage type Normal
                • Else - Actions
          • Custom script: call RemoveLocation(udg_Temp_Location_3)
          • Custom script: call RemoveLocation(udg_Temp_Location_4)
          • -------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Spell_Distance[TempInteger] Greater than or equal to 1000.00
            • Then - Actions
              • Unit - Kill Spell_Missle[TempInteger]
              • Unit Group - Remove Temp_Unit from Temp_Group
              • Unit - Remove Temp_Unit from the game
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Temp_Group is empty) Equal to True
                • Then - Actions
                  • -------- --------
                  • -------- Turn off this trigger as it's currently doing nothing --------
                  • -------- --------
                  • Trigger - Turn off SW Loop <gen>
                • Else - Actions
            • Else - Actions
  • [/hidden]
 
Level 11
Joined
Dec 19, 2012
Messages
411
  • Unit - Create 1 Dummy Unit for (Triggering player) at Temp_Location facing 0.00 degrees
  • -------- --------
  • Set Temp_Unit = (Last created unit)
So what the purpose of this? Creating a dummy unit just use for taking "credit" of killing a unit? I think it should be set to (Triggering Unit)

  • Set Spell_Caster[TempInteger] = (Triggering unit)
And this never get used in the loop action.
 
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