- Joined
- Jul 9, 2008
- Messages
- 253
Can anyone help me with making a spell MUI? Because I just can't find out how I should do it...
Here is what I got:
Here is what I got:
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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 Nether Bomb
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Actions
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Set temp_unit = (Casting unit)
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Set temp_player = (Owner of temp_unit)
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Set temp_point = (Position of temp_unit)
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Set temp_point2 = (Target point of ability being cast)
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Unit - Create 1 dummy - missile for (Owner of temp_unit) at (temp_point offset by 60.00 towards (Facing of temp_unit) degrees) facing Default building facing degrees
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Set temp_unit_spawned = (Last created unit)
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Unit - Order temp_unit_spawned to Move To temp_point2
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Unit - Add a ((Distance between temp_point and temp_point2) / 250.00) second Generic expiration timer to temp_unit_spawned
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Wait ((Distance between temp_point and temp_point2) / 250.00) seconds
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Unit - Create 1 dummy - explosion for (Owner of temp_unit) at temp_point2 facing Default building facing degrees
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Set temp_unit_spawned2 = (Last created unit)
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Unit - Add a 1.00 second Generic expiration timer to temp_unit_spawned2
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Unit Group - Pick every unit in (Units within 400.00 of temp_point2 matching (((Matching unit) belongs to an ally of temp_player) Equal to False)) and do (Actions)
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Loop - Actions
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Set temp_unit_target = (Picked unit)
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Unit - Cause temp_unit to damage temp_unit_target, dealing 200.00 damage of attack type Spells and damage type Normal
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Custom script: set udg_temp_unit = null
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Custom script: set udg_temp_player = null
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Custom script: call RemoveLocation(udg_temp_point)
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Custom script: call RemoveLocation(udg_temp_point2)
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Custom script: set udg_temp_unit_spawned = null
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Custom script: set udg_temp_unit_spawned2 = null
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Custom script: set udg_temp_unit_target = null
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