- Joined
- May 24, 2016
- Messages
- 22
So I'm trying to create an area of effect polymorph that is MUI. So I put together this script. But I'm having issues.
Also, since I haven't been able to test it, will the rest of this trigger function?
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MassSheepify Copy
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Mass Sheepify
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Actions
- Custom script: local unit MassSheepDummy = CreateUnit( GetOwningPlayer(GetTriggerUnit()), 'u000', GetUnitX(GetTriggerUnit()), GetUnitY(GetTriggerUnit()), bj_UNIT_FACING )
- Custom script: local integer MassSheepLevel = GetUnitAbilityLevel(GetTriggerUnit(),'A01I')
- Custom script: local location MSCaster = GetUnitLoc(GetTriggerUnit())
- Custom script: call UnitApplyTimedLife(MassSheepDummy, 'BTLF', 7.00)
- Custom script: call UnitAddAbility( MassSheepDummy, 'A01J' )
- Custom script: call SetUnitAbilityLevel(MassSheepDummy,'A01J',MassSheepLevel)
- Custom script: function MassSheepTargetConditions takes Nothing returns Boolean
- Custom script: return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit()) == true ) and IsUnitStructure(GetFilterUnit()) ==false and IsUnitMechanical(GetFilterUnit()) ==false
- Custom script: endfunction
- Custom script: function MassSheepAction takes nothing returns nothing
- Custom script: local unit Target
- Custom script: local group MassSheepTargets = CreateGroup()
- Custom script: call GroupEnumUnitsInRangeLoc(MassSheepTargets, MScaster, 450, Condition(function MassSheepTargetConditions))
- Custom script: loop
- Custom script: set Target = FirstOfGroup(MassSheepTargets)
- Custom script: exitwhen Target = null
- Custom script: call IssueTargetOrderById(MassSheepDummy,852074,Target)
- Custom script: call GroupRemoveUnit(MassSheepTargets,Target)
- Custom script: endloop
- Custom script: call RemoveLocation(MScaster)
- Custom script: call DestroyGroup(MassSheepTargets)
- Custom script: set MScaster=null
- Custom script: set Target=null
- Custom script: set MassSheepTargets=null
- Custom script: endfunction
- Custom script: set udg_MassSheepGroup = null
- Custom script: set udg_MassSheepifyCaster = null
- Custom script: set udg_MassSheepDummy = null
- Custom script: set MassSheepDummy = null
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Events
- Custom script: function MassSheepTargetConditions takes Nothing returns Boolean
- Custom script: return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit()) == true ) and IsUnitStructure(GetFilterUnit()) ==false and IsUnitMechanical(GetFilterUnit()) ==false
- Custom script: endfunction
Also, since I haven't been able to test it, will the rest of this trigger function?