Hey, I am using Paladon's Jump System, and want to modify it slightly to a Jump/Slam ability. The jumps to a location, and then a dummy unit is created at the spot and is ordered to cast thunder clap. When I dont have "remove last created unit", the spell works as intended. However, when I include that action nothing occurs. This is wierd becuase I have used the "create unit at position of unit", order unit to cast spell", "remove last created unit", successfully before. Any ideas of what I am missing, or if there is a more effective way of doing this? Trigger posted below. Thanks
These triggers are from Paladons Jump System, I only added the "create unit" actions at the bottom of the sample spell trigger. (wisp is my dummy unit [has locust, thunderclap])
These triggers are from Paladons Jump System, I only added the "create unit" actions at the bottom of the sample spell trigger. (wisp is my dummy unit [has locust, thunderclap])
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Sample Spell Jump
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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 Jump
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Actions
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Set JDA_JumpHigh_Distance = (0.33 x (Real((Level of (Ability being cast) for (Triggering unit)))))
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Set JDA_DestroyTrees_Dash = False
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Set JDA_Collusion = False
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Set JDA_TargetPoint = (Target point of ability being cast)
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Set JDA_Unit = (Triggering unit)
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Set JDA_Speed = 15.00
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Set JDA_SpecialEffect = Abilities\Weapons\FaerieDragonMissile\FaerieDragonMissile.mdl
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Set JDA_Animation = walk
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Set JDA_AnimationSpeed = 0.60
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Unit - Create 1 Wisp for (Owner of (Casting unit)) at JDA_TargetPoint facing Default building facing degrees
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Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
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Unit - Remove (Last created unit) from the game
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Trigger - Run Jump System 1 <gen> (checking conditions)
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Jump System 1
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Events
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Conditions
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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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JD_Integers[1] Equal to 0
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Then - Actions
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Trigger - Turn on Jump System 2 <gen>
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Else - Actions
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Set JD_Integers[1] = (JD_Integers[1] + 1)
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Set JD_Integers[2] = (JD_Integers[2] + 1)
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Set JD_TempPoint[1] = (Position of JDA_Unit)
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Set JD_Distances[JD_Integers[2]] = (Distance between JD_TempPoint[1] and JDA_TargetPoint)
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Set JD_ReachedDistance[JD_Integers[2]] = 0.00
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Set JD_SpeedUnits[JD_Integers[2]] = JDA_Speed
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Set JD_Unit[JD_Integers[2]] = JDA_Unit
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Set JD_Angle[JD_Integers[2]] = (Angle from JD_TempPoint[1] to JDA_TargetPoint)
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Set JD_Effect[JD_Integers[2]] = JDA_SpecialEffect
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Set JD_Animations[JD_Integers[2]] = JDA_Animation
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Set JD_TreesDestroy[JD_Integers[2]] = JDA_DestroyTrees_Dash
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Set JD_HighSettings[JD_Integers[2]] = (JDA_JumpHigh_Distance x JD_Distances[JD_Integers[2]])
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Unit - Turn collision for JDA_Unit Off
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Animation - Change JDA_Unit's animation speed to (JDA_AnimationSpeed x 100.00)% of its original speed
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Animation - Play JDA_Unit's JDA_Animation animation
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Unit Group - Add JDA_Unit to JD_Group
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Unit - Add Storm Crow Form to JDA_Unit
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Unit - Remove Storm Crow Form from JDA_Unit
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Custom script: call RemoveLocation (udg_JD_TempPoint[1])
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Custom script: call RemoveLocation (udg_JDA_TargetPoint)
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Jump System 2
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Events
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Time - Every 0.02 seconds of game time
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Conditions
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Actions
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For each (Integer JD_Integers[3]) from 1 to JD_Integers[2], 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
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(JD_Unit[JD_Integers[3]] is in JD_Group) 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
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JD_ReachedDistance[JD_Integers[3]] Less than JD_Distances[JD_Integers[3]]
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Then - Actions
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Animation - Queue JD_Unit[JD_Integers[3]]'s JD_Animations[JD_Integers[3]] animation
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Set JD_TempPoint[1] = (Position of JD_Unit[JD_Integers[3]])
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Set JD_TempPoint[2] = (JD_TempPoint[1] offset by JD_SpeedUnits[JD_Integers[3]] towards JD_Angle[JD_Integers[3]] degrees)
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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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JD_TreesDestroy[JD_Integers[3]] Equal to True
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Then - Actions
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Destructible - Pick every destructible within 150.00 of JD_TempPoint[2] and do (Destructible - Kill (Picked destructible))
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Else - Actions
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Unit - Move JD_Unit[JD_Integers[3]] instantly to JD_TempPoint[2]
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Set JD_ReachedDistance[JD_Integers[3]] = (JD_ReachedDistance[JD_Integers[3]] + JD_SpeedUnits[JD_Integers[3]])
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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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(Random integer number between 1 and 5) Equal to 1
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Then - Actions
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Special Effect - Create a special effect attached to the chest of JD_Unit[JD_Integers[3]] using JD_Effect[JD_Integers[3]]
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Set JD_RealTimer[JD_Integers[3]] = (JD_RealTimer[JD_Integers[3]] + (180.00 / (JD_Distances[JD_Integers[3]] / JD_SpeedUnits[JD_Integers[3]])))
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Set JD_JumpHigh[JD_Integers[3]] = ((Sin(JD_RealTimer[JD_Integers[3]])) x JD_HighSettings[JD_Integers[3]])
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Animation - Change JD_Unit[JD_Integers[3]] flying height to JD_JumpHigh[JD_Integers[3]] at 1000000000.00
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Custom script: call RemoveLocation (udg_JD_TempPoint[1])
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Custom script: call RemoveLocation (udg_JD_TempPoint[2])
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Else - Actions
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Unit - Turn collision for JD_Unit[JD_Integers[3]] On
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Unit Group - Remove JD_Unit[JD_Integers[3]] from JD_Group
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Animation - Change JD_Unit[JD_Integers[3]]'s animation speed to 100.00% of its original speed
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Animation - Reset JD_Unit[JD_Integers[3]]'s animation
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Set JD_RealTimer[JD_Integers[3]] = 0.00
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Set JD_Integers[1] = (JD_Integers[1] - 1)
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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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JD_Integers[1] Equal to 0
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Then - Actions
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Set JD_Integers[2] = 0
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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