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Ground in available target settings and I recommend putting in vulnerable too if you want it to target everything, but if you want it shot anywhere in the map you need the range increased to the maximum.
.But i want it to target anything(even if its not a unit)try to explain it better. how does the ability work? if you click it on the ground, does the storm bolt fly to the target area, damaging the first unit it hits?
Just saying, "Ground" in this particular box means "land units", if you want to target THE ground you check "Terrain"...
You need a target point ability. Shockwave does line damage so if you want to damage every unit you hit it would work (but I believe it has a hard-coded terrain deformation) perhaps carrion swarm if this is what you are going for.
Otherwise if you want to throw a missile and damage an area when it hits you will need an ability like cluster rockets. Just change the missile art to a storm bolt and what not. If you still want a stun effect you will need to trigger it, which could be a pain because you would need a DDS most likely to know when the missile hits the ground. Then you could have a dummy use a thunder clap-type ability to stun enemies in the desired area.
Trigger1
Event
A unit starts the effect of an ability
Conditions
Ability equal to STORMYYY
Event
Set IncreasingInteger = IncreasingInteger = 1
Set ThaCasta[IncreasingInteger] = Triggering unit
Set TempPos1 = unit possition of ThaCasta
Set StormTarget[IncreasingInteger] = Target point of ability being cast
Set Angle[IncreasingInteger] = point with polar offset >> Angle from pos1 to pos2
Create DummyUnit at pos1
Custom script - Call RemoveLocation(udg_TempPos1) //We no longer need the point so we remove it as if it stays it leaks, Meaning with longer games it WILL cause lagg
Set StormDummy[IncreasingInteger] = Last created unit
Unit - Add StormDummy[IncresingInteger] unit to UnitGroupOfProjectiles
Trigger - Turn on Trigger2
Trigger2
Event
Every 0.03 seconds of game time
Conditions
Actions
For each (TempInteger) from 1 to IncreasingInteger, do (Actions)
Loop - Actions
If

StormDummy[TempInteger] is alive


Then


Set TempPos1 = Unit possition of StormDummy[TempInteger]


Set TempPos2 = TempPos1 offset by SomeDistanceLike10-40 towards StormAngle[TempInteger] degrees)


If


Distance betwen points TempPos1 and StormTarget[TempInteger] > (something bigger then the travel distance but not mor then twice, the perfect is ~42-44)



Then



Unit - Move StormDummy[IncreasingInteger] to TempPoint



Else - Make ThaCasta deal the damage and kill the dummy

Else - (Here actualy ends the first if then else, the rest is outside it)
If Number of units in UnitGroupOfProjectiles = 0

Then

turn off this trigger

Set IncreasingIntger = 0

Else
@Dat-C3 Seriously... dude... (Meme which I don't want to search for and post) Why you no read the text in red ??
