- 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
-
CS Ini
-
Events
-
Map initialization
-
-
Conditions
-
Actions
-
Set CS_Abilities[1] = FreezeChannel
-
Set CS_IndexFreezeMax = 100.00
-
Set CS_IndexFreezeIncrease = 0.50
-
Set CS_IndexFreezeDecrease = 0.50
-
Set CS_AnimationSpeedReduction = 2.00
-
Set CS_Color_RED = 100.00
-
Set CS_Color_GREEN = 100.00
-
Set CS_ColorReduction = 2.00
-
-
-
CS Start
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to CS_Abilities[1]
-
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
CS_MaxIndex Equal to 0
-
-
Then - Actions
-
Trigger - Turn on CS Loop <gen>
-
-
Else - Actions
-
-
Set CS_MaxIndex = (CS_MaxIndex + 1)
-
Set CS_Caster[CS_MaxIndex] = (Triggering unit)
-
Set CS_Target[CS_MaxIndex] = (Target unit of ability being cast)
-
Set CS_Level[CS_MaxIndex] = (Level of CS_Abilities[1] for CS_Caster[CS_MaxIndex])
-
Set CS_TargetFreezeTime[CS_MaxIndex] = CS_IndexFreezeIncrease
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(CS_Target[CS_MaxIndex] is in CS_TargetGroup) Equal to True
-
-
Then - Actions
-
Else - Actions
-
Unit Group - Add CS_Target[CS_MaxIndex] to CS_TargetGroup
-
-
-
-
-
CS Loop
-
Events
-
Time - Every 0.03 seconds of game time
-
-
Conditions
-
Actions
-
For each (Integer CS_CurrentIndex) from 1 to CS_MaxIndex, do (Actions)
-
Loop - Actions
-
Unit Group - Pick every unit in CS_TargetGroup and do (Actions)
-
Loop - Actions
-
Set CS_Target[CS_CurrentIndex] = (Picked unit)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
CS_TargetFreezeTime[CS_CurrentIndex] Equal to 0.00
-
-
Then - Actions
-
Animation - Change CS_Target[CS_CurrentIndex]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
-
Unit Group - Remove CS_Target[CS_CurrentIndex] from CS_TargetGroup
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Number of units in CS_TargetGroup) Equal to 0
-
-
Then - Actions
-
Custom script: call DestroyGroup (udg_CS_TargetGroup)
-
-
Else - Actions
-
-
-
Else - Actions
-
Game - Display to (All players) the text: (Name of CS_Target[CS_CurrentIndex])
-
Set CS_TargetFreezeTime[CS_CurrentIndex] = (CS_TargetFreezeTime[CS_CurrentIndex] + (CS_IndexFreezeIncrease x (Real(CS_Level[CS_CurrentIndex]))))
-
Animation - Change CS_Target[CS_CurrentIndex]'s animation speed to 0.00% of its original speed
-
Animation - Change CS_Target[CS_CurrentIndex]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 0.00% transparency
-
-
-
-
-
-
-
-
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