- Joined
- May 11, 2010
- Messages
- 278
Have i missed any leaks, made stupid things or whatever?
Help is greatly appreciated!
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Knockback Start
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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 Bonk
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Actions
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Set unit = (Target unit of ability being cast)
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Set KnockAngle = (Angle from (Position of (Triggering unit)) to (Position of unit))
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Set KnockDistance = (800.00 x 0.02)
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Set KnockDuration = 0.50
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Hashtable - Save KnockDistance as (Key distance) of (Key (Target unit of ability being cast)) in KnockTable
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Hashtable - Save KnockAngle as (Key angle) of (Key (Target unit of ability being cast)) in KnockTable
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Hashtable - Save KnockDuration as (Key duration) of (Key (Target unit of ability being cast)) in KnockTable
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Unit Group - Add unit to KnockbackGroup
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Unit - Turn collision for unit Off
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Knockback Loop Normal
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Events
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Time - Every 0.02 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in KnockbackGroup and do (Actions)
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Loop - Actions
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Set KnockAngle = (Load (Key angle) of (Key (Picked unit)) from KnockTable)
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Set KnockDistance = (Load (Key distance) of (Key (Picked unit)) from KnockTable)
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Set KnockDuration = (Load (Key duration) of (Key (Picked unit)) from KnockTable)
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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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KnockDuration Greater than 0.00
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Then - Actions
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Set TempPoint = ((Position of (Picked unit)) offset by KnockDistance towards KnockAngle degrees)
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Unit - Move (Picked unit) instantly to TempPoint, facing (KnockAngle + 180.00) degrees
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Hashtable - Save (KnockDuration - 0.02) as (Key Duration) of (Key (Picked unit)) in KnockTable
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Custom script: call RemoveLocation(udg_TempPoint)
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Else - Actions
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Hashtable - Clear all child hashtables of child (Key (Picked unit)) in KnockTable
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Unit Group - Remove (Picked unit) from KnockbackGroup
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Unit - Turn collision for (Picked unit) On
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Explode
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Events
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Time - Every 0.02 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in Bats and do (Actions)
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Loop - Actions
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Set BatTargets = (Units within 100.00 of (Position of (Picked unit)))
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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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(Number of units in BatTargets) Greater than 1
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Then - Actions
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Set TempPoint = (Position of (Picked unit))
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Special Effect - Create a special effect at TempPoint using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call RemoveLocation(udg_TempPoint)
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Unit Group - Pick every unit in BatTargets and do (Actions)
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Loop - 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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((Picked unit) is A Hero) Equal to True
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Then - Actions
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Unit - Kill (Picked unit)
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Unit Group - Remove (Picked unit) from BatTargets
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Game - Display to (All players) the text: (|CFFFF0303 + ((Proper name of (Picked unit)) + (|R + ( ( + ((Name of (Owner of (Picked unit))) + () + was blown to smithereens!))))))
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Else - Actions
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Unit - Kill (Picked unit)
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Unit Group - Remove (Picked unit) from BatTargets
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Unit Group - Remove (Picked unit) from Bats
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Else - Actions
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Unit Group - Remove (Picked unit) from BatTargets
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