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[Trigger] Lightning Effects

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Level 6
Joined
Oct 18, 2008
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I am trying to create a spell that shackles nearby units.
It creates a lightning effect between the caster & the units that are targeted.
The problem is the effects aren't destroyed.

Cast:
  • StaticShock
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to (==) |cffadd8e6Static Shock|r
    • Actions
      • Set Number_of_Units = 0
      • Set Shock_Unit = (Triggering unit)
      • Set Spell_Point = (Position of Shock_Unit)
      • Set Spel_Group = (Units within 400.00 of Spell_Point matching (((Matching unit) belongs to an enemy of (Owner of Shock_Unit)) Equal to (==) True))
      • Set Spell_Level = (Level of (Ability being cast) for Shock_Unit)
      • Special Effect - Create a special effect attached to the hand,left of (Triggering unit) using war3mapImported\Storm Cast.mdx
      • Set Attachment[0] = (Last created special effect)
      • Special Effect - Create a special effect attached to the hand,right of (Triggering unit) using war3mapImported\Storm Cast.mdx
      • Set Attachment[1] = (Last created special effect)
      • Unit Group - Pick every unit in Spel_Group and do (Actions)
        • Loop - Actions
          • Set Number_of_Units = (Number_of_Units + 1)
          • Set Static_Unit[Number_of_Units] = (Picked unit)
          • Unit - Create 1 Lightning - Effect for (Owner of (Triggering unit)) at Spell_Point facing Default building facing (270.0) degrees
          • Set Dummy = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to Dummy
          • Unit - Hide Dummy
          • Unit - Set level of Slow for Dummy to Spell_Level
          • Unit - Add Slow to Dummy
          • Unit - Order Dummy to Human Sorceress - Slow (Picked unit)
      • Custom script: call DestroyGroup(udg_Spel_Group)
      • Custom script: call RemoveLocation(udg_Spell_Point)
      • Wait 0.50 seconds
      • Special Effect - Destroy Attachment[0]
      • Special Effect - Destroy Attachment[1]
Lightning:
  • Slow
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Do Multiple ActionsFor each (Integer Fade_Last_Index) from 1 to Number_of_Units, do (Actions)
        • Loop - Actions
          • Special Effect - Destroy Shock_Effect[Fade_Last_Index]
          • Lightning - Destroy Shock[Fade_Last_Index]
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Static_Unit[Fade_Last_Index] is alive) Equal to (==) False
              • Then - Actions
                • Lightning - Destroy Shock[Fade_Last_Index]
                • Special Effect - Destroy Shock_Effect[Fade_Last_Index]
              • Else - Actions
                • Do nothing
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Static_Unit[Fade_Last_Index] has buff Static Shock) Equal to (==) True
              • Then - Actions
                • Set Shock_Point = (Position of Shock_Unit)
                • Set Static_Point = (Position of Static_Unit[Fade_Last_Index])
                • Lightning - Create a Chain Lightning - Secondary lightning effect from source Shock_Point to target Static_Point
                • Custom script: call RemoveLocation(udg_Shock_Point)
                • Custom script: call RemoveLocation(udg_Static_Point)
                • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
                • Set Shock_Effect[Fade_Last_Index] = (Last created special effect)
              • Else - Actions
                • Lightning - Destroy Shock[Fade_Last_Index]
                • Special Effect - Destroy Shock_Effect[Fade_Last_Index]
 
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