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it happens to all the heroes on the map.... i havent noticed any specific moment the bug happens.... it has northing to do with windwalk or collosion size im pretty sure.
it happens to all the heroes on the map.... i havent noticed any specific moment the bug happens.... it has northing to do with windwalk or collosion size im pretty sure.
Unit Group - Pick every unit in RE_Knock_Group and do (Actions)
Loop - Actions
Set RE_Knock_Angle = (Load (Key angle) of (Key (Picked unit)) from RE_Knocktable)
Set RE_Knock_Speed = (Load (Key speed) of (Key (Picked unit)) from RE_Knocktable)
Set RE_Knock_Distance = (Load (Key distance) of (Key (Picked unit)) from RE_Knocktable)
Set Razor_Edge_Caster = (Load (Key caster) of (Key (Picked unit)) in RE_Knocktable)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RE_Knock_Distance Greater than 0.00
Then - Actions
Set RE_Knock_Loc1 = (Position of (Picked unit))
Set RE_Knock_Loc2 = (RE_Knock_Loc1 offset by RE_Knock_Speed towards RE_Knock_Angle degrees)
Set Razor_Edge_Damage_Group = (Units within Razor_Edge_Area_of_Effect of RE_Knock_Loc1 matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of (Picked unit))) Equal to True))))
Destructible - Pick every destructible within 175.00 of RE_Knock_Loc1 and do (Destructible - Kill (Picked destructible))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain pathing at RE_Knock_Loc2 of type Walkability is off) Equal to True
Then - Actions
Unit - Unpause Razor_Edge_Caster
Unit - Turn collision for Razor_Edge_Caster On
Animation - Reset (Picked unit)'s animation
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in RE_Knocktable
Unit Group - Remove (Picked unit) from RE_Knock_Group
Else - Actions
Unit - Move (Picked unit) instantly to RE_Knock_Loc2
Animation - Play (Picked unit)'s attack, walk, stand, spin animation, using only Rare animations
Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in Razor_Edge_Damage_Group and do (Actions)
Loop - Actions
Unit - Cause Razor_Edge_Caster to damage (Picked unit), dealing Razor_Edge_Total_Damage damage of attack type Spells and damage type Unknown
Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
Special Effect - Destroy (Last created special effect)
Hashtable - Save (RE_Knock_Distance - RE_Knock_Speed) as (Key distance) of (Key (Picked unit)) in RE_Knocktable
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in RE_Knocktable
Unit Group - Remove (Picked unit) from RE_Knock_Group
there must be something "meeting" the condition, so the trigger don't turn off the collision... spell should work fine, must be something on the map. I'm not in wc3 modding for years and i have no wish to start moding again, so i don't know anymore... in other words i don't care anymore.
ok thanks for trying to help, so turning off this spell woulden change anything?...
do others know what could be wrong ? this is still a huge problem for me.......... and ive been working alot on this map, so its realy annoying that this bug destroys the map....
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