Please someone help me! I am new to MUI, and I made this spell and it works but when I cast it there is a huge volume of lagg. Please tell me what is wrong with it
And the loop code goes
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Fireball Cast
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Fireball Modified
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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
- BB_Skip Equal to 0
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Then - Actions
- Trigger - Turn on Fireball Loop <gen>
- Else - Actions
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If - Conditions
- Set BB_Times = (BB_Times + 1)
- Set BB_Skip = (BB_Skip + 1)
- Set BB_Off[BB_Times] = True
- Set BB_CasterUnit[BB_Times] = (Casting unit)
- Set BB_Point[0] = (Position of BB_CasterUnit[BB_Times])
- Set BB_Point[1] = (Target point of ability being cast)
- Set BB_Distance[BB_Times] = 800.00
- Set BB_Angle[BB_Times] = (Angle from BB_Point[0] to BB_Point[1])
- Set BB_Speed[BB_Times] = 15.00
- Set BB_Spam[BB_Times] = 0
- Set BB_Equation = ((Level of Fireball Modified for BB_CasterUnit[BB_Times]) x 100)
- Unit - Create 1 Fireball Dummy for (Owner of BB_CasterUnit[BB_Times]) at BB_Point[0] facing BB_Angle[BB_Times] degrees
- Set BB_Dummy[BB_Times] = (Last created unit)
- Custom script: call RemoveLocation(udg_BB_Point [0])
- Custom script: call RemoveLocation(udg_BB_Point [1])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
And the loop code goes
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Fireball Loop
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Events
- Time - Every 0.02 seconds of game time
- Conditions
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Actions
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For each (Integer BB) from 1 to BB, do (Actions)
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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
- BB_Off[BB] Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- BB_Distance[BB] Less than or equal to 0.00
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Then - Actions
- Set BB_Point[2] = (Position of BB_Dummy[BB])
- Set BB_Skip = (BB_Skip - 1)
- Set BB_Off[BB] = False
- Special Effect - Create a special effect at BB_Point[2] using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Remove BB_Dummy[BB] from the game
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- BB_Skip Equal to 0
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Then - Actions
- Set BB_Times = 0
- Trigger - Turn off Fireball Loop <gen>
- Else - Actions
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If - Conditions
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Else - Actions
- Set BB_Distance[BB] = (BB_Distance[BB] - BB_Speed[BB])
- Set BB_Point[3] = (Position of BB_Dummy[BB])
- Set BB_Point[4] = (BB_Point[3] offset by BB_Speed[BB] towards BB_Angle[BB] degrees)
- Unit - Move BB_Dummy[BB] instantly to BB_Point[4]
- Set BB_ExGroup[BB] = (Units within 70.00 of BB_Point[4] matching ((((Matching unit) belongs to an ally of (Owner of BB_Dummy[BB])) Not equal to True) and (((Matching unit) is dead) Not equal to True)))
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Unit Group - Pick every unit in BB_ExGroup[BB] and do (Actions)
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Loop - Actions
- Set BB_ExUnit[BB] = (Picked unit)
- Unit - Cause BB_CasterUnit[BB] to damage BB_ExUnit[BB], dealing (Real(BB_Equation)) damage of attack type Hero and damage type Normal
- Set BB_Distance[BB] = 0.00
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Loop - Actions
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Destructible - Pick every destructible within 200.00 of BB_Point[4] and do (Actions)
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Loop - Actions
- Set BB_Distance[BB] = 0.00
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Loop - Actions
- Custom script: call RemoveLocation(udg_BB_Point [2])
- Custom script: call RemoveLocation(udg_BB_Point [3])
- Custom script: call RemoveLocation(udg_BB_Point [4])
- Custom script: call DestroyGroup(udg_BB_ExGroup[udg_BB])
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 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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Loop - Actions
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For each (Integer BB) from 1 to BB, do (Actions)
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Events
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