• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Little Problem...

Status
Not open for further replies.
Level 5
Joined
Feb 14, 2005
Messages
48
Yea, the spell effects work, but the returning values are screwed up. Someone tell me whats wrong, heres the script.

JASS:
function Trig_Desert_Graveyard_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A00H'
endfunction

function Trig_Desert_Graveyard_Func004Func006Func001C takes nothing returns boolean
    return IsUnitType(GetEnumUnit(), UNIT_TYPE_FLYING) == false
    return IsUnitEnemy(GetEnumUnit(), GetOwningPlayer(GetSpellAbilityUnit())) == true
endfunction

function Trig_Desert_Graveyard_Func004Func006A takes nothing returns nothing
    local unit a = GetSpellAbilityUnit()
    local unit b
    local location c = GetSpellTargetLoc()
    return Trig_Desert_Graveyard_Func004Func006Func001C()
        call UnitDamageTargetBJ( a, GetEnumUnit(), 85.00, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL )
         call CreateNUnitsAtLocFacingLocBJ( 1, 'h000', GetOwningPlayer(a), c, c )
          set b = GetLastCreatedUnit()
           call IssueTargetOrderBJ( b, "entanglingroots", GetEnumUnit() )
            call UnitApplyTimedLifeBJ( 0.50, 'BTLF', b )
             set a = null
              set b = null
               call RemoveLocation(c)
endfunction

function Trig_Desert_Graveyard_Actions takes nothing returns nothing
    local location e = GetSpellTargetLoc()
    local unit d = GetSpellAbilityUnit()
    local integer f = 1
    local integer g = 30
    local real h
    local real i
    call TerrainDeformationRippleBJ( 9, false, e, 100.00, 500.00, 55.00, 0.30, 50.00 )
    loop
        exitwhen f > g
         set h = GetRandomDirectionDeg()
          set i = GetRandomDirectionDeg()
           call TriggerSleepAction( 0.10 )
            call AddSpecialEffectLocBJ( PolarProjectionBJ(e, h, i), "Abilities\\Spells\\Other\\Volcano\\VolcanoDeath.mdl" )
             call DestroyEffectBJ( GetLastCreatedEffectBJ() )
              call ForGroupBJ( GetUnitsInRangeOfLocAll(125.00, PolarProjectionBJ(e, h, i)), function Trig_Desert_Graveyard_Func004Func006A )
               set f = f + 1
    endloop
    set d = null
    call RemoveLocation(e)
endfunction

//===========================================================================
function InitTrig_Desert_Graveyard takes nothing returns nothing
    set gg_trg_Desert_Graveyard = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Desert_Graveyard, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Desert_Graveyard, Condition( function Trig_Desert_Graveyard_Conditions ) )
    call TriggerAddAction( gg_trg_Desert_Graveyard, function Trig_Desert_Graveyard_Actions )
endfunction
 
Status
Not open for further replies.
Top