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in the Combustion Move New2 trigger ur cleaning / removing leaks and destroying groups are in the then blocks. They should never be in then or else blocks unless created in there. also u have to make sure to destroy / remove the groups / points b4 the skip remaining actions. ur spell should only have 2 triggers also.
splitting a looping trigger into separate triggers is a bad idea because they can collide with each other.
Combustion New2

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to [AW] Combustion

Actions


Set Combustion_Caster = (Triggering unit)


Set Combustion_CasterLoc2 = (Position of (Triggering unit))


Set Combustion_Target2 = (Target point of ability being cast)


Set Combustion_Target = (Combustion_CasterLoc2 offset by 1200.00 towards (Angle from Combustion_CasterLoc2 to Combustion_Target2) degrees)


Unit - Create 1 ManaDamage for (Owner of Combustion_Caster) at Combustion_CasterLoc2 facing Combustion_Target2


Unit - Add a 1.05 second Generic expiration timer to (Last created unit)


Set Combustion_Dummy = (Last created unit)


Trigger - Turn on Combustion Move New2 <gen>


Custom script: call RemoveLocation(udg_Combustion_CasterLoc2)
Combustion Move New2

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


Set TempPoint = (Position of Combustion_Dummy)


Set TempPoint2 = (TempPoint offset by 35.00 towards (Angle from TempPoint to Combustion_Target) degrees)


Unit - Move Combustion_Dummy instantly to TempPoint2


Set Combustion_UnitGroup = (Units within 55.00 of TempPoint matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Combustion_Dummy)) Equal to True))))


Set Combustion_RandomUnit = (Random 1 units from Combustion_UnitGroup)


Custom script: call RemoveLocation(udg_TempPoint)


Custom script: call RemoveLocation(udg_TempPoint2)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




((Number of units in Combustion_UnitGroup) Equal to 1) or ((Combustion_Dummy is alive) Not equal to True)



Then - Actions




Trigger - Turn off (This trigger)




Unit - Kill Combustion_Dummy




Set Combustion_CusUnit = (Random unit from Combustion_RandomUnit)




Unit - Set the custom value of Combustion_CusUnit to (Integer(((Max mana of Combustion_CusUnit) - (Mana of Combustion_CusUnit))))




Unit - Cause Combustion_Caster to damage Combustion_CusUnit, dealing (Real((Custom value of Combustion_CusUnit))) damage of attack type Chaos and damage type Universal




Special Effect - Create a special effect attached to the origin of (Random unit from Combustion_RandomUnit) using Abilities\Spells\Human\Feedback\ArcaneTowerAttack.mdl




Special Effect - Destroy (Last created special effect)




Set TempPoint = (Position of (Random unit from Combustion_RandomUnit))




Floating Text - Create floating text that reads (String((Real((Custom value of (Random unit from Combustion_RandomUnit)))))) at TempPoint with Z offset 0.00, using font size 10.00, color (0.00%, 0.00%, 100.00%), and 0.00% transparency




Floating Text - Change (Last created floating text): Disable permanence




Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds




Custom script: call RemoveLocation(udg_Combustion_Target)




Custom script: call RemoveLocation(udg_Combustion_Target2)




Set Combustion_Dummy = No unit



Else - Actions


Custom script: call RemoveLocation(udg_TempPoint)


Custom script: call DestroyGroup(udg_Combustion_UnitGroup)


Custom script: call DestroyGroup(udg_Combustion_RandomUnit)


Custom script: set udg_Combustion_UnitGroup = null


Custom script: set udg_Combustion_RandomUnit = null
u have to destroy the groups and everything u use in ur then block if u want to do it that way. Also u need to destroy everything in the bottom trigger in case the condition is false. Also do u know that u dont de-index the spell ?
Combustion New2

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to [AW] Combustion

Actions


Set Combustion_Caster = (Triggering unit)


Set Combustion_CasterLoc2 = (Position of (Triggering unit))


Set Combustion_Target2 = (Target point of ability being cast)


Set Combustion_Target = (Combustion_CasterLoc2 offset by 1200.00 towards (Angle from Combustion_CasterLoc2 to Combustion_Target2) degrees)


Unit - Create 1 ManaDamage for (Owner of Combustion_Caster) at Combustion_CasterLoc2 facing Combustion_Target2


Unit - Add a 1.05 second Generic expiration timer to (Last created unit)


Set Combustion_Dummy = (Last created unit)


Trigger - Turn on Combustion Move New2 Copy <gen>


Custom script: call RemoveLocation(udg_Combustion_CasterLoc2)
Combustion Move New2 Copy

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


Set TempPoint = (Position of Combustion_Dummy)


Set TempPoint2 = (TempPoint offset by 35.00 towards (Angle from TempPoint to Combustion_Target) degrees)


Unit - Move Combustion_Dummy instantly to TempPoint2


Set Combustion_UnitGroup = (Units within 55.00 of TempPoint matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Combustion_Dummy)) Equal to True))))


Set Combustion_RandomUnit = (Random 1 units from Combustion_UnitGroup)


Custom script: call RemoveLocation(udg_TempPoint)


Custom script: call RemoveLocation(udg_TempPoint2)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




((Number of units in Combustion_UnitGroup) Equal to 1) or ((Combustion_Dummy is alive) Not equal to True)



Then - Actions




Trigger - Turn off (This trigger)




Unit - Kill Combustion_Dummy




Set Combustion_CusUnit = (Random unit from Combustion_RandomUnit)




Unit - Set the custom value of Combustion_CusUnit to (Integer(((Max mana of Combustion_CusUnit) - (Mana of Combustion_CusUnit))))




Unit - Cause Combustion_Caster to damage Combustion_CusUnit, dealing (Real((Custom value of Combustion_CusUnit))) damage of attack type Chaos and damage type Universal




Special Effect - Create a special effect attached to the origin of (Random unit from Combustion_RandomUnit) using Abilities\Spells\Human\Feedback\ArcaneTowerAttack.mdl




Special Effect - Destroy (Last created special effect)




Set TempPoint = (Position of (Random unit from Combustion_RandomUnit))




Floating Text - Create floating text that reads (String((Real((Custom value of (Random unit from Combustion_RandomUnit)))))) at TempPoint with Z offset 0.00, using font size 10.00, color (0.00%, 0.00%, 100.00%), and 0.00% transparency




Floating Text - Change (Last created floating text): Disable permanence




Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds




Custom script: call RemoveLocation(udg_Combustion_Target)




Custom script: call RemoveLocation(udg_Combustion_Target2)




Set Combustion_Dummy = No unit



Else - Actions


Custom script: call RemoveLocation(udg_TempPoint)


Custom script: call DestroyGroup(udg_Combustion_UnitGroup)


Custom script: call DestroyGroup(udg_Combustion_RandomUnit)


Custom script: set udg_Combustion_UnitGroup = null


Custom script: set udg_Combustion_RandomUnit = null
