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[Trigger] Make Earthquake ability damage units

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Level 4
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Dec 12, 2012
Messages
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Far Seer's ability Earthquake is hardcoded to damage buildings so I tried applying a trigger that would make it inflict damage on units as well. I have two triggers and none of them work, one is a little sophisticated and the other one is quite simple.

1st:
  • Earthquake
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Earthquake
    • Actions
      • Set EQcaster = (Casting unit)
      • Set EQpoint = (Target point of ability being cast)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of DEcaster) Equal to Player 1 (Red)
              • (Owner of DEcaster) Equal to Player 3 (Teal)
              • (Owner of DEcaster) Equal to Player 4 (Purple)
              • (Owner of DEcaster) Equal to Player 5 (Yellow)
        • Then - Actions
          • For each (Integer A) from 1 to 35, do (Actions)
            • Loop - Actions
              • Unit Group - Pick every unit in (Units within 750.00 of EQpoint) and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Owner of (Picked unit)) Equal to Player 2 (Blue)
                          • (Owner of (Picked unit)) Equal to Player 6 (Orange)
                          • (Owner of (Picked unit)) Equal to Player 7 (Green)
                          • (Owner of (Picked unit)) Equal to Player 8 (Pink)
                          • (Owner of (Picked unit)) Equal to Neutral Hostile
                    • Then - Actions
                      • Set EQtargetunit = (Picked unit)
                      • Set EQtargetunitLife = (Life of (Picked unit))
                      • Unit - Set life of EQtargetunit to (EQtargetunitLife - 70.00)
                      • Wait 1.00 seconds
                    • Else - Actions
        • Else - Actions
In this trigger above, assuming that the caster is Player 1 (or Me) and my allies are Player 3,4 & 5 while Player 2, 6,7 & 8 are enemies (Max Players are 8) and this trigger is for us allies only . I set the caster to the variable EQcaster while EQpoint is the targeted area of the ability Earthquake. So the condition is set that if any of me and my allies is the owner of the caster (Far Seer) the For-Loop will be activated from 1 to 35 (as Seconds) and will pick units within the range of 750 of EQpoint (AOE of earthquake). If those units are owned by the enemies' group (Player 2, 6,7,8) or by neutral hostile, it will take 70 damage per second.

  • Earthquake2
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • ((Target unit of ability being cast) has buff Earthquake) Equal to True
    • Actions
      • Set EQpoint = (Target point of ability being cast)
      • Unit Group - Pick every unit in (Units within 750.00 of EQpoint) and do (Actions)
        • Loop - Actions
          • Set EQtargetunit = (Picked unit)
          • Unit - Set life of EQtargetunit to ((Life of (Picked unit)) - 70.00)
This one is simple, it will target any units with the buff of Earthquake being channeled. Of course those units should be in 750 range of EQpoint. No seconds declared, thus each unit will only take 70 damage once.

If I run out of ideas how to make this work by trigger, I have two other options:
1 - Removing Earthquake ability from Far Seer and replacing it with Monsoon.
It works on game but there's always a pop up error whenever I save the map and AI HEROES doesn't select it on level 6.
2 - Dummy Units
I would like to avoid using dummies as possible 'cause i have little knowledge
about them. Just want to stick with trigger on this one.
 
Level 19
Joined
Aug 8, 2007
Messages
2,765
((Target unit of ability being cast) has buff Earthquake) Equal to True

>

((Level of Earthquake for (Triggering Unit)) > 0)

also

Unit - A unit Begins channeling an ability

>

Unit - Unit starts the effect of an ability (or just loop it and wait like 1 second after every loop)

also, dont forget to call RemoveLocation(udg_EQPoint)

also

Set life of (unit) to life of unit - 70 (will not give the killer credit)

instead change it to Unit - Damage (unit) from (triggering unit) for 70 dmg

also, on your top trigger, you set EQCaster but yet the condition is for DECaster

also

  • Unit Group - Pick every unit in (Units within 750.00 of EQpoint) and do (Actions)
  • Loop - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • Or - Any (Conditions) are true
  • Conditions
  • (Owner of (Picked unit)) Equal to Player 2 (Blue)
  • (Owner of (Picked unit)) Equal to Player 6 (Orange)
  • (Owner of (Picked unit)) Equal to Player 7 (Green)
  • (Owner of (Picked unit)) Equal to Player 8 (Pink)
  • (Owner of (Picked unit)) Equal to Neutral Hostile
  • Then - Actions
  • Set EQtargetunit = (Picked unit)
  • Set EQtargetunitLife = (Life of (Picked unit))
  • Unit - Set life of EQtargetunit to (EQtargetunitLife - 70.00)
  • Wait 1.00 seconds
  • Else - Actions
place the wait outside of the if or it will just wait 1.00 seconds between individual units rather than damaging them all at once than wait 1.00 seconds

also, you could just move the first if into the Conditions block

also,
also you leak a group every time u check for units within 750 of (). Id suggest getting units within 750 when the spell is cast and saving it into a group than destroying it afterward

also, inside the first "if" inside of your top trigger's enum, you should check if the caster's order is still to cast earthquake

also, if a unit casts earthquake while another is channeling it, it will stop working.

also, you should use a custom variable rather than Integer A because Integer A is a global and thus if another trigger uses Integer A while your trigger is waiting than the time it should wait for gets thrown off

(personally I'd just scrap the entire thing and cast flame strike with no effect at the casters location)
 
Level 4
Joined
Dec 12, 2012
Messages
96
place the wait outside of the if or it will just wait 1.00 seconds between individual units rather than damaging them all at once than wait 1.00 seconds
You're a GENIUS! It totally worked. Using the variable DEcaster was an obvious mistake but i didn't notice it and it's the main reason that Earthquake wasn't inflicting damage.

also, you could just move the first if into the Conditions block

also,
also you leak a group every time u check for units within 750 of (). Id suggest getting units within 750 when the spell is cast and saving it into a group than destroying it afterward

also, inside the first "if" inside of your top trigger's enum, you should check if the caster's order is still to cast earthquake

also, if a unit casts earthquake while another is channeling it, it will stop working.
That's a lot of "also". I'm kinda slow picking this up and i didn't get that "getting units within 750 when the spell is cast..."

also, you should use a custom variable rather than Integer A because Integer A is a global and thus if another trigger uses Integer A while your trigger is waiting than the time it should wait for gets thrown off
I totally get this. :)

(personally I'd just scrap the entire thing and cast flame strike with no effect at the casters location)
It's alright, i'll stick with this one. ;


So far, here it is and working :) But I need to check it further.

  • Earthquake
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Earthquake
    • Actions
      • Set EQcaster = (Casting unit)
      • Set EQpoint = (Target point of ability being cast)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of EQcaster) Equal to Player 1 (Red)
              • (Owner of EQcaster) Equal to Player 3 (Teal)
              • (Owner of EQcaster) Equal to Player 4 (Purple)
              • (Owner of EQcaster) Equal to Player 5 (Yellow)
        • Then - Actions
          • For each (Integer EQint) from 1 to 35, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Current order of EQcaster) Equal to (Order((Name of Earthquake)))
                • Then - Actions
                  • Unit Group - Pick every unit in (Units within 750.00 of EQpoint) and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Owner of (Picked unit)) Equal to Player 2 (Blue)
                              • (Owner of (Picked unit)) Equal to Player 6 (Orange)
                              • (Owner of (Picked unit)) Equal to Player 7 (Green)
                              • (Owner of (Picked unit)) Equal to Player 8 (Pink)
                              • (Owner of (Picked unit)) Equal to Neutral Hostile
                        • Then - Actions
                          • Set EQtargetunit = (Picked unit)
                          • Set EQtargetunitLife = (Life of (Picked unit))
                          • Unit - Cause EQcaster to damage (Picked unit), dealing 70.00 damage of attack type Chaos and damage type Magic
                        • Else - Actions
                • Else - Actions
              • Wait 1.00 seconds
        • Else - Actions
EDIT: When another is casting Earthquake, that damage stops. How can I fix that?
 
Last edited:
Level 19
Joined
Aug 8, 2007
Messages
2,765
you have to use a MUI system. I'll show you how to do it just give me 8 hours for school :p
 
Level 28
Joined
Mar 25, 2008
Messages
2,955
Multi-user-instancible, meaning it can be casted multiple times at the same time.
My approach here would be to create a dummy which does a simple thunderclap without stun but a delay of 1 second.

Creating a dummy is easier than implementing a mui system (mui stinks with gui anyways).
So basically, you create a new unit.
Then you set the model to '.mdl' under Custom Path so it becomes invisible.
Now you add the ability 'locust' to it so it can't be attacked, selected or whatever.
Disable both attacks, set the movement type to 'flying' and there you go.
You can have it cast spells, add abilites to it and other fancy stuff (like have it serve as a special effect or a missile).
Trust me, it's neat to get yourself involved with dummies.
Now you can add some expiration timer to it and have it cast thunderclap or whatever your preference is~
 
Level 4
Joined
Dec 12, 2012
Messages
96
Multi-user-instancible, meaning it can be casted multiple times at the same time.
My approach here would be to create a dummy which does a simple thunderclap without stun but a delay of 1 second.

Creating a dummy is easier than implementing a mui system (mui stinks with gui anyways).
So basically, you create a new unit.
Then you set the model to '.mdl' under Custom Path so it becomes invisible.
Now you add the ability 'locust' to it so it can't be attacked, selected or whatever.
Disable both attacks, set the movement type to 'flying' and there you go.
You can have it cast spells, add abilites to it and other fancy stuff (like have it serve as a special effect or a missile).
Trust me, it's neat to get yourself involved with dummies.
Now you can add some expiration timer to it and have it cast thunderclap or whatever your preference is~

Can you guarantee that using a dummy will be easier to implement than to figure this trigger out, which seems to be almost done (I guess)? I know how to create dummies but I don't know how to use them yet. So basically, leaping on dummies will mean starting from the scratch but if choosing this option will be more worthy, why not right?
 
Level 28
Joined
Mar 25, 2008
Messages
2,955
The above trigger features a wait-function.
Wait is absolutely evil if you want it to be MUI (or MPI even) because every instance of the spell will have a duration of one second and it may/will bug if it's being casted another time within that interval and therefore, you can't use it to be precise.
Either use some sort of a MUI system (there's plenty of tutorials out there) or you work your way around.
In addition, you should learn about the benefits of using dummies because they're just handy and expand your possibilites by dimensions.

A dummy is basically an instance of an unit which you have to tell everything using triggers (aside from some basic stuff) - like a dumb kid.
 
Level 19
Joined
Aug 8, 2007
Messages
2,765
  • Earthquake
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Earthquake
    • Actions
      • Custom script: local unit caster = GetTriggerUnit()
      • Custom script: local integer loop = 0
      • Custom script: local group g = CreateGroup()
      • Custom script: call GroupEnumUnitsInRange(g, GetUnitX(caster), GetUnitY(caster), 750, null)
      • Set EQcaster = (Casting unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of EQcaster) Equal to Player 1 (Red)
              • (Owner of EQcaster) Equal to Player 3 (Teal)
              • (Owner of EQcaster) Equal to Player 4 (Purple)
              • (Owner of EQcaster) Equal to Player 5 (Yellow)
        • Then - Actions
          • For each (Integer EQint) from 1 to 35, do (Actions)
            • Loop - Actions
              • Custom script: set loop = loop + 1
              • Custom script: set udg_EQint = loop
              • Custom script: set udg_EQcaster = caster
              • Custom script: exitwhen loop == 36
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Current order of EQcaster) Equal to (Order((Name of Earthquake)))
                • Then - Actions
                  • Custom script: set udg_TempGroup = g
                  • Unit Group - Pick every unit in (TempGroup) and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Owner of (Picked unit)) Equal to Player 2 (Blue)
                              • (Owner of (Picked unit)) Equal to Player 6 (Orange)
                              • (Owner of (Picked unit)) Equal to Player 7 (Green)
                              • (Owner of (Picked unit)) Equal to Player 8 (Pink)
                              • (Owner of (Picked unit)) Equal to Neutral Hostile
                        • Then - Actions
                          • Set EQtargetunit = (Picked unit)
                          • Set EQtargetunitLife = (Life of (Picked unit))
                          • Unit - Cause EQcaster to damage (Picked unit), dealing 70.00 damage of attack type Chaos and damage type Magic
                        • Else - Actions
                • Else - Actions
              • Wait 1.00 seconds
        • Else - Actions
      • Custom script: set caster = null
      • Custom script: call DestroyGroup(g)
should work, did it in the text editor because i didnt want to remake that inside of the trigger editor. you can probably optimize it even more by removing the (if unit is enemy) inside of the Unit - Pick All Units function and moving it outside the initial if

A dummy is basically an instance of an unit which you have to tell everything using triggers (aside from some basic stuff) - like a dumb kid.

thats a terrible analogy. its like taking a fat kid and than throwing him out into the zombies so you can escape
 
Level 4
Joined
Dec 12, 2012
Messages
96
should work, did it in the text editor because i didnt want to remake that inside of the trigger editor. you can probably optimize it even more by removing the (if unit is enemy) inside of the Unit - Pick All Units function and moving it outside the initial if

At first I was having compiling errors showing the errors on the custom scripts. Then, I converted some of these custom scripts you made to their equivalent action trigger (making them global) and i put udg in some of them. But it came back to a skill that inflicts no damage. I'm getting the feeling that this whole trigger is pretty messed up.

  • Earthquake Copy
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Earthquake
    • Actions
      • Set caster = (Triggering unit)
      • Set loop = 0
      • Set EQpoint = (Target point of ability being cast)
      • Custom script: set udg_g = CreateGroup()
      • Custom script: call GroupEnumUnitsInRange(udg_g, GetUnitX(udg_caster), GetUnitY(udg_caster), 750, null)
      • Set EQcaster = (Casting unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of EQcaster) Equal to Player 1 (Red)
              • (Owner of EQcaster) Equal to Player 3 (Teal)
              • (Owner of EQcaster) Equal to Player 4 (Purple)
              • (Owner of EQcaster) Equal to Player 5 (Yellow)
        • Then - Actions
          • For each (Integer EQint) from 1 to 35, do (Actions)
            • Loop - Actions
              • Set loop = (loop + 1)
              • Set EQint = loop
              • Set EQcaster = caster
              • Custom script: exitwhen udg_loop == 36
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Current order of EQcaster) Equal to (Order((Name of Earthquake)))
                • Then - Actions
                  • Set Tempgroup = g
                  • Unit Group - Pick every unit in Tempgroup and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Owner of (Picked unit)) Equal to Player 2 (Blue)
                              • (Owner of (Picked unit)) Equal to Player 6 (Orange)
                              • (Owner of (Picked unit)) Equal to Player 7 (Green)
                              • (Owner of (Picked unit)) Equal to Player 8 (Pink)
                              • (Owner of (Picked unit)) Equal to Neutral Hostile
                        • Then - Actions
                          • Set EQtargetunit = (Picked unit)
                          • Set EQtargetunitLife = (Life of (Picked unit))
                          • Unit - Cause EQcaster to damage (Picked unit), dealing 70.00 damage of attack type Chaos and damage type Magic
                        • Else - Actions
                • Else - Actions
              • Wait 1.00 seconds
        • Else - Actions
          • Custom script: set udg_caster = null
          • Custom script: call DestroyGroup(udg_g)
 
Last edited:
Level 19
Joined
Aug 8, 2007
Messages
2,765
no. wtf. no. why do you think i used custom scripts? you cant do this without the custom scripts.

tell me what compile errors, they worked fine for me
 
Level 4
Joined
Dec 12, 2012
Messages
96
no. wtf. no. why do you think i used custom scripts? you cant do this without the custom scripts.

tell me what compile errors, they worked fine for me


[hidden = "Here is the trigger"]
  • Earthquake Copy
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Earthquake
    • Actions
      • Custom script: local unit caster = GetTriggerUnit()
      • Custom script: local integer loop = 0
      • Custom script: local group g = Creategroup()
      • Custom script: call GroupEnumUnitsInRange(g, GetUnitX(caster), GetUnitY(caster), 750, null)
      • Set EQcaster = (Casting unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of EQcaster) Equal to Player 1 (Red)
              • (Owner of EQcaster) Equal to Player 3 (Teal)
              • (Owner of EQcaster) Equal to Player 4 (Purple)
              • (Owner of EQcaster) Equal to Player 5 (Yellow)
        • Then - Actions
          • For each (Integer EQint) from 1 to 35, do (Actions)
            • Loop - Actions
              • Custom script: set loop = loop +1
              • Custom script: set udg_EQint = loop
              • Custom script: set udg_EQcaster = caster
              • Custom script: exitwhen loop == 36
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Current order of EQcaster) Equal to (Order((Name of Earthquake)))
                • Then - Actions
                  • Custom script: set udg_TemGroup = g
                  • Unit Group - Pick every unit in Tempgroup and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Owner of (Picked unit)) Equal to Player 2 (Blue)
                              • (Owner of (Picked unit)) Equal to Player 6 (Orange)
                              • (Owner of (Picked unit)) Equal to Player 7 (Green)
                              • (Owner of (Picked unit)) Equal to Player 8 (Pink)
                              • (Owner of (Picked unit)) Equal to Neutral Hostile
                        • Then - Actions
                          • Set EQtargetunit = (Picked unit)
                          • Set EQtargetunitLife = (Life of (Picked unit))
                          • Unit - Cause EQcaster to damage (Picked unit), dealing 70.00 damage of attack type Chaos and damage type Magic
                        • Else - Actions
                • Else - Actions
              • Wait 1.00 seconds
        • Else - Actions
          • Custom script: set caster = null
          • Custom script: call DestroyGroup(g)
[/hidden]

And here are the compile errors:
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Level 19
Joined
Aug 8, 2007
Messages
2,765
first of all,

Creategroup > CreateGroup

udg_TemGroup > udg_TempGroup

also, the fuck is wrong with your syntax checker?!?! are u updated to JNGP 1.5e?

e/ line 476

expected : endif
given : endif
its definitely your syntax checker
 
Level 19
Joined
Aug 8, 2007
Messages
2,765
wakeup at 10:30 and sleep at 9:30? i'd miss my first three hours than go to bed an hour earlier i dont see howd that help
 
Level 4
Joined
Dec 12, 2012
Messages
96
Hey, I've been trying to download that update for like over a hundred times now. It always stop and when i finally did, it says it was corrupted. *facepalm*
Do you have any link for that?
 
Level 4
Joined
Dec 12, 2012
Messages
96
herp de derp whyd i do that... change the variable name to something else

changed loop into loop2, still shows in syntax

exitwhen udg_EQint > 35
*error* set loop2 = loop + 1
set udg_EQint = loop2
set udg_EQcaster = caster
exitwhen loop2 == 36



  • Earthquake Copy
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Earthquake
    • Actions
      • Custom script: local unit caster = GetTriggerUnit()
      • Custom script: local integer loop = 0
      • Custom script: local group g = CreateGroup()
      • Custom script: call GroupEnumUnitsInRange(g, GetUnitX(caster), GetUnitY(caster), 750, null)
      • Set EQcaster = (Casting unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of EQcaster) Equal to Player 1 (Red)
              • (Owner of EQcaster) Equal to Player 3 (Teal)
              • (Owner of EQcaster) Equal to Player 4 (Purple)
              • (Owner of EQcaster) Equal to Player 5 (Yellow)
        • Then - Actions
          • For each (Integer EQint) from 1 to 35, do (Actions)
            • Loop - Actions
              • Custom script: set loop2 = loop + 1
              • Custom script: set udg_EQint = loop2
              • Custom script: set udg_EQcaster = caster
              • Custom script: exitwhen loop2 == 36
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Current order of EQcaster) Equal to (Order((Name of Earthquake)))
                • Then - Actions
                  • Custom script: set udg_TempGroup = g
                  • Unit Group - Pick every unit in Tempgroup and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Owner of (Picked unit)) Equal to Player 2 (Blue)
                              • (Owner of (Picked unit)) Equal to Player 6 (Orange)
                              • (Owner of (Picked unit)) Equal to Player 7 (Green)
                              • (Owner of (Picked unit)) Equal to Player 8 (Pink)
                              • (Owner of (Picked unit)) Equal to Neutral Hostile
                        • Then - Actions
                          • Set EQtargetunit = (Picked unit)
                          • Set EQtargetunitLife = (Life of (Picked unit))
                          • Unit - Cause EQcaster to damage (Picked unit), dealing 70.00 damage of attack type Chaos and damage type Magic
                        • Else - Actions
                • Else - Actions
              • Wait 1.00 seconds
        • Else - Actions
          • Custom script: set caster = null
          • Custom script: call DestroyGroup(g)
 
Level 19
Joined
Aug 8, 2007
Messages
2,765
well yeah...

loop2 = loop + 1 > loop2 = loop2 + 1

also, in the Else when Current order of EQCaster ... , put this in

Custom Script: exitwhen true
 
Level 15
Joined
Aug 14, 2007
Messages
936
Look, target point of ability cast, it is a requirement to put it as the first action or it will not read

NUMBER 2, Never use wait function under a for loop. Fix it with a periodic event on a separate trigger, turn it off after some time.

E.G: Turn on trigger, wait 5 seconds, turn off trigger. When caster stop casting ability, turn off that trigger. that will solve the bug
 
Level 19
Joined
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Messages
2,765
Look, target point of ability cast, it is a requirement to put it as the first action or it will not read

NUMBER 2, Never use wait function under a for loop. Fix it with a periodic event on a separate trigger, turn it off after some time.

E.G: Turn on trigger, wait 5 seconds, turn off trigger. When caster stop casting ability, turn off that trigger. that will solve the bug


... youve never heard of local variables have you?
 
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