- Joined
- Aug 6, 2009
- Messages
- 697
Everything works until unit A uses chidori on Unit B and Unit B uses chidori on Unit A at the same time.
Any ideas?
Any ideas?
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Int
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Events
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Time - Elapsed game time is 0.00 seconds
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Conditions
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Actions
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Visibility - Disable fog of war
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Visibility - Disable black mask
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Hashtable - Create a hashtable
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Set ChidoriHash = (Last created hashtable)
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Hashtable - Create a hashtable
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Set NagashiHash = (Last created hashtable)
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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Hero - Learn skill for (Picked unit): Chidori
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Hero - Learn skill for (Picked unit): Nagashi
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Chidori
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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 Chidori
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Actions
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Set ChidoriCaster = (Casting unit)
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Set ChidoriVictim = (Target unit of ability being cast)
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Set ChidoriAngle = (Angle from (Position of (Target unit of ability being cast)) to (Position of (Triggering unit)))
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Set ChidoriDistance = ((Distance between (Position of (Triggering unit)) and (Target point of ability being cast)) - 1.00)
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Set ChidoriTime = (Distance between (Position of (Triggering unit)) and (Position of (Target unit of ability being cast)))
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Hashtable - Save ChidoriAngle as 0 of (Key (Triggering unit)) in ChidoriHash
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Hashtable - Save Handle OfChidoriCaster as 1 of (Key (Triggering unit)) in ChidoriHash
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Hashtable - Save ChidoriTime as 2 of (Key (Target unit of ability being cast)) in ChidoriHash
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Hashtable - Save Handle OfChidoriVictim as 3 of (Key (Triggering unit)) in ChidoriHash
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Unit Group - Add (Triggering unit) to ChidoriChargeGroup
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ChidoriLoop
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Events
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Time - Every 0.04 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in ChidoriChargeGroup and do (Actions)
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Loop - Actions
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Set ChidoriAngle = (Load 0 of (Key (Picked unit)) from ChidoriHash)
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Set ChidoriCaster = (Load 1 of (Key (Picked unit)) in ChidoriHash)
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Set ChidoriTime = (Load 2 of (Key (Picked unit)) from ChidoriHash)
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Set ChidoriVictim = (Load 3 of (Key (Picked unit)) in ChidoriHash)
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Special Effect - Create a special effect attached to the left hand of (Picked unit) using Abilities\Spells\Human\StormBolt\StormBoltMissile.mdl
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect attached to the left hand of (Picked unit) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect attached to the left hand of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Turn collision for (Picked unit) Off
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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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(Distance between (Position of (Picked unit)) and (Position of ChidoriVictim)) Greater than 120.00
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Then - Actions
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Set TempPoint = (Position of ChidoriCaster)
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Set TempPoint2 = (Position of ChidoriVictim)
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Unit - Move ChidoriCaster instantly to (TempPoint offset by ChidoriTime towards (Angle from TempPoint2 to TempPoint) degrees)
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Hashtable - Save (ChidoriTime - 1.00) as 2 of (Key (Picked unit)) in ChidoriHash
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Unit - Create 1 ChidoriBackShockDummy for Neutral Passive at (Position of ChidoriCaster) facing Default building facing degrees
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Set ChidoriDummy = (Last created unit)
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Unit - Turn collision for ChidoriDummy Off
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Unit - Add a 0.10 second Generic expiration timer to ChidoriDummy
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Custom script: call RemoveLocation (udg_TempPoint)
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Custom script: call RemoveLocation (udg_TempPoint2)
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Else - Actions
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Special Effect - Create a special effect attached to the chest of ChidoriVictim using Abilities\Weapons\Bolt\BoltImpact.mdl
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect attached to the origin of ChidoriVictim using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect attached to the origin of ChidoriVictim using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Cause (Picked unit) to damage ChidoriVictim, dealing ((Real((Level of Chidori for (Picked unit)))) x 400.00) damage of attack type Chaos and damage type Normal
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Unit - Turn collision for (Picked unit) On
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Hashtable - Clear all child hashtables of child (Key (Picked unit)) in ChidoriHash
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Unit Group - Remove (Picked unit) from ChidoriChargeGroup
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