- Joined
- Aug 7, 2009
- Messages
- 380
Well, hello again.
I'm working on a spell that hm... slows down the target unit the more the caster channels. So far, i've done a part of it till this part is not working at all (Animations - Set Unit's Animation speed).
All other stuffs work just fine on the target unit except for this. Wonder why?
Here goes the triggers

As i said, it's a very small part, so no leak-killer yet, just the animation speed to look at. Hope someone can help me out
I'm working on a spell that hm... slows down the target unit the more the caster channels. So far, i've done a part of it till this part is not working at all (Animations - Set Unit's Animation speed).
All other stuffs work just fine on the target unit except for this. Wonder why?
Here goes the triggers
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CS Ini
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Events
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Map initialization
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Conditions
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Actions
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Set CS_Abilities[1] = FreezeChannel
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Set CS_IndexFreezeMax = 100.00
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Set CS_IndexFreezeIncrease = 0.50
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Set CS_IndexFreezeDecrease = 0.50
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Set CS_AnimationSpeedReduction = 2.00
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Set CS_Color_RED = 100.00
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Set CS_Color_GREEN = 100.00
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Set CS_ColorReduction = 2.00
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CS Start
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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 CS_Abilities[1]
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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
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CS_MaxIndex Equal to 0
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Then - Actions
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Trigger - Turn on CS Loop <gen>
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Else - Actions
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Set CS_MaxIndex = (CS_MaxIndex + 1)
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Set CS_Caster[CS_MaxIndex] = (Triggering unit)
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Set CS_Target[CS_MaxIndex] = (Target unit of ability being cast)
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Set CS_Level[CS_MaxIndex] = (Level of CS_Abilities[1] for CS_Caster[CS_MaxIndex])
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Set CS_TargetFreezeTime[CS_MaxIndex] = CS_IndexFreezeIncrease
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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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(CS_Target[CS_MaxIndex] is in CS_TargetGroup) Equal to True
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Then - Actions
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Else - Actions
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Unit Group - Add CS_Target[CS_MaxIndex] to CS_TargetGroup
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CS Loop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer CS_CurrentIndex) from 1 to CS_MaxIndex, do (Actions)
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Loop - Actions
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Unit Group - Pick every unit in CS_TargetGroup and do (Actions)
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Loop - Actions
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Set CS_Target[CS_CurrentIndex] = (Picked unit)
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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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CS_TargetFreezeTime[CS_CurrentIndex] Equal to 0.00
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Then - Actions
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Animation - Change CS_Target[CS_CurrentIndex]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Unit Group - Remove CS_Target[CS_CurrentIndex] from CS_TargetGroup
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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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(Number of units in CS_TargetGroup) Equal to 0
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Then - Actions
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Custom script: call DestroyGroup (udg_CS_TargetGroup)
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Else - Actions
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Else - Actions
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Game - Display to (All players) the text: (Name of CS_Target[CS_CurrentIndex])
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Set CS_TargetFreezeTime[CS_CurrentIndex] = (CS_TargetFreezeTime[CS_CurrentIndex] + (CS_IndexFreezeIncrease x (Real(CS_Level[CS_CurrentIndex]))))
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Animation - Change CS_Target[CS_CurrentIndex]'s animation speed to 0.00% of its original speed
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Animation - Change CS_Target[CS_CurrentIndex]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 0.00% transparency
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As i said, it's a very small part, so no leak-killer yet, just the animation speed to look at. Hope someone can help me out



