- Joined
- Oct 25, 2009
- Messages
- 995
I have a problem with MUI Spell,here is the trigger and the map,can someone tell me why the hero will keep stucekd when 2 hero casted on different unit or same unit?
Map Here:
P/S: mckill2009 help me before,i had learned many about Index from him,who can help me i will +REP.
EDIT: Why i cannot use custom script as
EDIT 2: After casted 3 times or 4 times,it will cause the bug appear.
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StraightRush
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Storm Bolt ROOAR
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- SR_Index1 Equal to 0
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Then - Actions
- Trigger - Turn on StraightRushMovement <gen>
- Else - Actions
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If - Conditions
- Set SR_Index1 = (SR_Index1 + 1)
- Set SR_Index2 = (SR_Index2 + 1)
- Set SR_Caster[SR_Index2] = (Triggering unit)
- Set SR_Target[SR_Index2] = (Target unit of ability being cast)
- Set SR_CasterPoint[SR_Index2] = (Position of SR_Caster[SR_Index2])
- Set SR_TargetPoint[SR_Index2] = (Position of SR_Target[SR_Index2])
- Set SR_Point[SR_Index2] = (Distance between SR_CasterPoint[SR_Index2] and SR_TargetPoint[SR_Index2])
- Set SR_Angle[SR_Index2] = (Angle from SR_CasterPoint[SR_Index2] to SR_TargetPoint[SR_Index2])
- Set SR_Damage[SR_Index2] = (6.00 x (Real((Strength of SR_Caster[SR_Index2] (Include bonuses)))))
- Unit - Make SR_Caster[SR_Index2] face SR_Angle[SR_Index2] over 0.10 seconds
- Unit - Pause SR_Caster[SR_Index2]
- Animation - Change SR_Target[SR_Index2]'s animation speed to 300.00% of its original speed
- Animation - Play SR_Caster[SR_Index2]'s attack animation
- Unit - Turn collision for SR_Caster[SR_Index2] Off
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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StraightRushMovement
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Events
- Time - Every 0.05 seconds of game time
- Conditions
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Actions
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For each (Integer SR_IndexLoop3) from 1 to SR_Index2, do (Actions)
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Loop - Actions
- Set SR_Speed[SR_IndexLoop3] = (0.40 x (Real((Level of Storm Bolt ROOAR for SR_Caster[SR_IndexLoop3]))))
- Set SR_CasterPoint[SR_IndexLoop3] = (Position of SR_Caster[SR_IndexLoop3])
- Set SR_TargetPoint[SR_IndexLoop3] = (Position of SR_Target[SR_IndexLoop3])
- Set SR_Angle[SR_IndexLoop3] = (Angle from SR_CasterPoint[SR_IndexLoop3] to SR_TargetPoint[SR_IndexLoop3])
- Unit - Move SR_Caster[SR_IndexLoop3] instantly to ((Position of SR_Caster[SR_IndexLoop3]) offset by (50.00 + SR_Speed[SR_IndexLoop3]) towards SR_Angle[SR_IndexLoop3] degrees), facing SR_Angle[SR_IndexLoop3] degrees
- Animation - Play SR_Caster[SR_IndexLoop3]'s attack animation
- Special Effect - Create a special effect attached to the right,hand of SR_Caster[SR_IndexLoop3] using Abilities\Spells\Items\AIlb\AIlbSpecialArt.mdl
- Special Effect - Destroy (Last created special effect)
- Set SR_Point[SR_IndexLoop3] = (Distance between SR_CasterPoint[SR_IndexLoop3] and SR_TargetPoint[SR_IndexLoop3])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- SR_Point[SR_IndexLoop3] Less than or equal to 100.00
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Then - Actions
- Unit - Cause SR_Caster[SR_IndexLoop3] to damage SR_Target[SR_IndexLoop3], dealing (SR_Damage[SR_IndexLoop3] + SR_Speed[SR_IndexLoop3]) damage of attack type Normal and damage type Normal
- Special Effect - Create a special effect attached to the origin of SR_Target[SR_IndexLoop3] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
- Special Effect - Destroy (Last created special effect)
- Set SR_Boolean[SR_IndexLoop3] = False
- Set SR_Speed[SR_IndexLoop3] = 0.00
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- SR_Boolean[SR_IndexLoop3] Equal to False
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Then - Actions
- Unit - Unpause SR_Caster[SR_IndexLoop3]
- Animation - Change SR_Caster[SR_IndexLoop3]'s animation speed to 100.00% of its original speed
- Unit - Turn collision for SR_Caster[SR_IndexLoop3] On
- Set SR_Index1 = (SR_Index1 - 1)
- Set SR_Boolean[SR_IndexLoop3] = True
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- SR_Index1 Equal to 0
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Then - Actions
- Trigger - Turn off (This trigger)
- Set SR_Index2 = 0
- Else - Actions
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If - Conditions
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For each (Integer SR_IndexLoop3) from 1 to SR_Index2, do (Actions)
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Events
P/S: mckill2009 help me before,i had learned many about Index from him,who can help me i will +REP.
EDIT: Why i cannot use custom script as
- Custom script: call RemoveLocation(udg_SR_CasterPoint[SR_Index2])
EDIT 2: After casted 3 times or 4 times,it will cause the bug appear.
Last edited: