See I want to pick ALL units and move them, but it does not!
UPDATED TRIGGERS
-
Cast
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to Nature Explosion
-
-
Actions
-
Set TriggerUnit = (Triggering unit)
-
-------- /// CUSTOM VALUE \\\ --------
-
Set Int = (Custom value of (Triggering unit))
-
-------- /// TRIGGERUNIT POSITION \\\ --------
-
Set PositionTriggerUnit = (Position of (Triggering unit))
-
-------- /// DAMAGE \\\ --------
-
Set Damage = 150.00
-
-------- /// SPECIAL EFFECT \\\ --------
-
Special Effect - Create a special effect at PositionTriggerUnit using war3mapImported\AncientExplode.mdx
-
Special Effect - Destroy (Last created special effect)
-
-------- /// SPECIAL EFFECT (ADDITIONAL) \\\ --------
-
Special Effect - Create a special effect at PositionTriggerUnit using Abilities\Spells\NightElf\FanOfKnives\FanOfKnivesCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
-------- /// DRAWING TO PERSON SPEED \\\ --------
-
Set DrawingSpeed[Int] = 10.00
-
Unit Group - Pick every unit in (Units within 500.00 of PositionTriggerUnit) and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Unit-type of (Picked unit)) Equal to (Unit-type of (Triggering unit))
-
-
Then - Actions
-
Else - Actions
-
Set OneUnluckyUnit = (Picked unit)
-
Unit Group - Add OneUnluckyUnit to UnluckyUnits
-
Unit - Cause (Triggering unit) to damage (Picked unit), dealing Damage damage of attack type Spells and damage type Normal
-
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Move unit forth <gen> is on) Equal to False
-
-
Then - Actions
-
Trigger - Turn on Move unit forth <gen>
-
-
Else - Actions
-
-
-
-
Move unit forth
-
Events
-
Time - Every 0.03 seconds of game time
-
-
Conditions
-
Actions
-
Unit Group - Pick every unit in UnluckyUnits and do (Actions)
-
Loop - Actions
-
Set UnluckyUnitPoint = (Position of OneUnluckyUnit)
-
Set PositionTriggerUnit = (Position of TriggerUnit)
-
Set TempPoint = (UnluckyUnitPoint offset by DrawingSpeed[Int] towards (Angle from UnluckyUnitPoint to PositionTriggerUnit) degrees)
-
Unit - Move OneUnluckyUnit instantly to TempPoint
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Distance between UnluckyUnitPoint and PositionTriggerUnit) Equal to 150.00
-
-
Then - Actions
-
Unit Group - Remove OneUnluckyUnit from UnluckyUnits
-
Unit Group - Add OneUnluckyUnit to UnluckyUnits2
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(And back <gen> is on) Equal to False
-
-
Then - Actions
-
Trigger - Turn on And back <gen>
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Number of units in UnluckyUnits) Equal to 0
-
-
Then - Actions
-
Custom script: call RemoveLocation(udg_UnluckyUnitPoint)
-
Custom script: call RemoveLocation(udg_TempPoint)
-
Custom script: call RemoveLocation(udg_PositionTriggerUnit)
-
Trigger - Turn off (This trigger)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-
-
-
UPDATED TRIGGERS
Last edited: