- Joined
- Nov 17, 2010
- Messages
- 28
-
Wisp Hook CAST
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to Wisp Hook
-
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Index[0] Equal to 0
-
-
Then - Actions
-
Trigger - Turn on Wisp Hook LOOP <gen>
-
-
Else - Actions
-
-
Set Index[0] = (Index[0] + 1)
-
Set Index[1] = (Index[1] + 1)
-
Set Caster[Index[1]] = (Triggering unit)
-
Set Point[Index[1]] = (Position of (Triggering unit))
-
Set Point1[Index[1]] = (Target point of ability being cast)
-
Set Angle[Index[1]] = (Angle from Point[Index[1]] to Point1[Index[1]])
-
Set Velocity = 30.00
-
Set Damage = 360.00
-
Set Come[Index[1]] = False
-
Set AreaOfEffect = 150.00
-
Set ActualDistance[Index[1]] = 0.00
-
Set Distance = 900.00
-
Set ActualDistance[Index[1]] = 0.00
-
Set Target[Index[1]] = No unit
-
Unit Group - Pick every unit in Group[Index[1]] and do (Actions)
-
Loop - Actions
-
Unit Group - Remove (Picked unit) from Group[Index[1]]
-
-
-
Custom script: call DestroyGroup(udg_Group[udg_Index[1]])
-
Set Boolean[Index[1]] = True
-
-
-
Wisp Hook LOOP
-
Events
-
Time - Every 0.03 seconds of game time
-
-
Conditions
-
Actions
-
For each (Integer Index[2]) from 1 to Index[1], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Boolean[Index[2]] Equal to True
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ActualDistance[Index[2]] Less than Distance
-
Come[Index[2]] Equal to False
-
-
Then - Actions
-
Set ActualDistance[Index[2]] = (ActualDistance[Index[2]] + Velocity)
-
Set TempPoint = (Point[Index[2]] offset by ActualDistance[Index[2]] towards Angle[Index[2]] degrees)
-
Unit - Create 1 Hook for (Owner of Caster[Index[2]]) at TempPoint facing Angle[Index[2]] degrees
-
Set Dummy = (Last created unit)
-
Unit Group - Add Dummy to Group[Index[2]]
-
Set Target[Index[2]] = (Random unit from (Units within AreaOfEffect of TempPoint matching (((((Matching unit) is A structure) Equal to False) and (Caster[Index[2]] Not equal to (Matching unit))) and (((Matching unit) is alive) Equal to True))))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Target[Index[2]] Not equal to No unit
-
-
Then - Actions
-
Set Come[Index[2]] = True
-
Unit - Turn collision for Target[Index[2]] Off
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Target[Index[2]] belongs to an enemy of (Owner of Caster[Index[2]])) Equal to True
-
-
Then - Actions
-
Unit - Cause Caster[Index[2]] to damage Target[Index[2]], dealing Damage damage of attack type Spells and damage type Normal
-
-
Else - Actions
-
-
-
Else - Actions
-
-
Custom script: call RemoveLocation(udg_TempPoint)
-
-
Else - Actions
-
Set Come[Index[2]] = True
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Come[Index[2]] Equal to True
-
ActualDistance[Index[2]] Greater than or equal to 100.00
-
-
Then - Actions
-
Set ActualDistance[Index[2]] = (ActualDistance[Index[2]] - Velocity)
-
Set TempPoint = (Point[Index[2]] offset by ActualDistance[Index[2]] towards Angle[Index[2]] degrees)
-
Unit - Move Target[Index[2]] instantly to TempPoint
-
Special Effect - Create a special effect at (Position of Target[Index[2]]) using Objects\Spawnmodels\Orc\Orcblood\OrcBloodHellScream.mdl
-
Special Effect - Destroy (Last created special effect)
-
Unit Group - Pick every unit in (Units within 29.00 of (Position of Target[Index[2]]) matching (((Matching unit) is in Group[Index[2]]) Equal to True)) and do (Actions)
-
Loop - Actions
-
Unit - Explode (Picked unit)
-
-
-
Custom script: call RemoveLocation(udg_TempPoint)
-
-
Else - Actions
-
Unit - Turn collision for Target[Index[2]] Off
-
Custom script: call DestroyGroup(udg_Group[udg_Index[2]])
-
Set Boolean[Index[2]] = False
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Boolean[Index[2]] Equal to False
-
-
Then - Actions
-
Set Index[0] = (Index[0] - 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Index[0] Equal to 0
-
-
Then - Actions
-
Set Index[1] = 0
-
Trigger - Turn off (This trigger)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-
-
-
-
-
Else - Actions
-
-
-
-
-
My problem is this!


When the Hook targets an enemy, the enemy comes to the caster but the dummys aren't killed/exploded/removed :S

Can anyone answerme the solution? or fix the map?
