- Joined
- Jul 22, 2015
- Messages
- 223
I intended to create dummy and merge it to unit group, yet still didn't want recognize the unit group i create using this hashtable... please help!!
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GrandChariot
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Grand Chariot (Ryza 3)
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Actions
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Set HeroAbilityLevel = (Level of (Ability being cast) for (Triggering unit))
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Set HeroAttribute = (Intelligence of (Triggering unit) (Include bonuses))
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Set HeroLevel = (Hero level of (Triggering unit))
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Set HeroBaseDamage = (Base Damage of (Triggering unit) for weapon index 1)
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Set HeroTrait = Magical[PM_Loop]
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Set HeroAllinOne = (((HeroBaseDamage + HeroAttribute) + HeroLevel) + HeroTrait)
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Set GrandCH[0] = (GrandCH[0] + 1)
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Set GrandCHDamage[GrandCH[0]] = (RyzaGCB[HeroAbilityLevel] + ((Real(HeroAllinOne)) x RyzaGCM[HeroAbilityLevel]))
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Set GrandCHCaster[GrandCH[0]] = (Triggering unit)
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Set Point[0] = (Position of GrandCHCaster[GrandCH[0]])
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Set Point[1] = (Target point of ability being cast)
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Set GrandCHDistance[GrandCH[0]] = (Distance between Point[0] and Point[1])
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Set GrandCHAngle[GrandCH[0]] = (Angle from Point[0] to Point[1])
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Set GrandCHDuration[GrandCH[0]] = 0.00
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Set GrandCHDurationLoop[GrandCH[0]] = 0.00
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Custom script: set udg_GrandCHGroup[udg_GrandCH[0]] = CreateGroup()
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Custom script: set udg_GrandCHGroupTarget[udg_GrandCH[0]] = CreateGroup()
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Set Point[2] = (Point[0] offset by GrandCHSpeed towards (GrandCHAngle[GrandCH[0]] - 15.00) degrees)
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Set GrandCHPosition[GrandCH[0]] = True
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Unit - Create 1 Grand Chariot for (Owner of GrandCHCaster[GrandCH[0]]) at Point[2] facing GrandCHAngle[GrandCH[0]] degrees
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Unit Group - Add (Last created unit) to GrandCHGroup[GrandCH[0]]
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Hashtable - Save GrandCHDistance[GrandCH[0]] as 1 of (Key (Last created unit)) in ExampleHashtable
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Hashtable - Save Handle OfGrandCHGroupTarget[GrandCH[0]] as 2 of (Key (Last created unit)) in ExampleHashtable
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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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GrandCH[0] Equal to 1
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Then - Actions
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Trigger - Turn on GCH <gen>
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Else - Actions
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Custom script: call RemoveLocation(udg_Point[0])
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Custom script: call RemoveLocation(udg_Point[1])
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Custom script: call RemoveLocation(udg_Point[2])
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GCH
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer GrandCH[1]) from 1 to GrandCH[0], do (Actions)
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Loop - Actions
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Unit Group - Pick every unit in GrandCHGroup[GrandCH[1]] and do (Actions)
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Loop - Actions
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Set GrandCHDummy = (Picked unit)
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Set GrandCHHandle = (Picked unit)
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Set GrandCHDummyDistance = (Load 1 of (Key GrandCHHandle) from ExampleHashtable)
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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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GrandCHDummyDistance Less than or equal to 0.00
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Then - Actions
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Unit - Kill GrandCHDummy
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Unit Group - Remove GrandCHDummy from GrandCHGroup[GrandCH[1]]
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Else - Actions
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Set Point[3] = (Position of GrandCHDummy)
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Set Point[4] = (Point[3] offset by GrandCHSpeed towards (Facing of GrandCHDummy) degrees)
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Unit - Move GrandCHDummy instantly to Point[4], facing (Facing of GrandCHDummy) degrees
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Hashtable - Save (GrandCHDummyDistance - GrandCHSpeed) as 1 of (Key GrandCHHandle) in ExampleHashtable
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Set GenericGroup = (Units within 250.00 of Point[4] matching ((((Matching unit) belongs to an enemy of (Owner of GrandCHCaster[GrandCH[1]])) Equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is in (Load 2 of (Key GrandCHHandle) in ExampleHasht
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Unit Group - Pick every unit in GenericGroup and do (Actions)
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Loop - Actions
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Unit - Cause GrandCHCaster[GrandCH[1]] to damage (Picked unit), dealing GrandCHDamage[GrandCH[1]] damage of attack type Spells and damage type Magic
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Unit Group - Add (Picked unit) to (Load 2 of (Key GrandCHHandle) in ExampleHashtable)
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Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call DestroyGroup(udg_GenericGroup)
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Custom script: call RemoveLocation(udg_Point[3])
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Custom script: call RemoveLocation(udg_Point[4])
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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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(Current order of GrandCHCaster[GrandCH[1]]) Equal to (Order(carrionswarm))
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Then - 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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GrandCHDuration[GrandCH[1]] Greater than or equal to 2.00
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Then - Actions
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Else - Actions
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Set GrandCHDuration[GrandCH[1]] = (GrandCHDuration[GrandCH[1]] + 0.03)
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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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GrandCHDurationLoop[GrandCH[1]] Greater than or equal to 0.50
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Then - Actions
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Set Point[5] = (Position of GrandCHCaster[GrandCH[1]])
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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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GrandCHPosition[GrandCH[1]] Equal to True
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Then - Actions
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Set Point[6] = (Point[5] offset by GrandCHSpeed towards (GrandCHAngle[GrandCH[1]] + 15.00) degrees)
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Set GrandCHPosition[GrandCH[1]] = False
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Else - Actions
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Set Point[6] = (Point[5] offset by GrandCHSpeed towards (GrandCHAngle[GrandCH[1]] - 15.00) degrees)
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Set GrandCHPosition[GrandCH[1]] = True
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Unit - Create 1 Grand Chariot for (Owner of GrandCHCaster[GrandCH[1]]) at Point[6] facing GrandCHAngle[GrandCH[1]] degrees
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Unit Group - Add (Last created unit) to GrandCHGroup[GrandCH[1]]
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Hashtable - Save GrandCHDistance[GrandCH[1]] as 1 of (Key (Last created unit)) in ExampleHashtable
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Hashtable - Save Handle OfGrandCHGroupTarget[GrandCH[1]] as 2 of (Key (Last created unit)) in ExampleHashtable
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Set GrandCHDurationLoop[GrandCH[1]] = 0.00
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Special Effect - Create a special effect at Point[5] using war3mapImported\WindWeak2.mdx
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Special Effect - Destroy (Last created special effect)
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Custom script: call RemoveLocation(udg_Point[5])
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Custom script: call RemoveLocation(udg_Point[6])
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Else - Actions
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Set GrandCHDurationLoop[GrandCH[1]] = (GrandCHDurationLoop[GrandCH[1]] + 0.03)
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Else - Actions
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