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[Trigger] Please Help me

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Level 3
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May 13, 2009
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41
i am learning to create MUI spells it's work and going forward but when i create 2 caster and cast the spell together one caster is stuck...
This is the trigger
  • Lightning Ball Begin
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Lightning Path
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • LP_Integer[1] Equal to 0
        • Then - Actions
          • Trigger - Turn on Lightning Ball Move <gen>
        • Else - Actions
      • Set LP_Integer[1] = (LP_Integer[1] + 1)
      • Set LP_Integer[2] = (LP_Integer[2] + 1)
      • Set LP_Caster[LP_Integer[2]] = (Triggering unit)
      • Set LP_Location[LP_Integer[2]] = (Position of LP_Caster[LP_Integer[2]])
      • Set LP_Location2[LP_Integer[2]] = (Target point of ability being cast)
      • Set LP_Angle[LP_Integer[2]] = (Angle from LP_Location[LP_Integer[2]] to LP_Location2[LP_Integer[2]])
      • Set LP_Tick[LP_Integer[2]] = 21
      • Unit - Create 1 Lightning Ball Dummy for (Owner of LP_Caster[LP_Integer[2]]) at LP_Location[LP_Integer[2]] facing LP_Angle[LP_Integer[2]] degrees
      • Set LP_Dummy[LP_Integer[2]] = (Last created unit)
      • Set LP_DummyPoint[LP_Integer[2]] = (Position of LP_Dummy[LP_Integer[2]])
      • Set LP_DummyGroup[LP_Integer[2]] = (Last created unit group)
      • Lightning - Create a Forked Lightning lightning effect from source LP_Location[LP_Integer[2]] to target LP_DummyPoint[LP_Integer[2]]
      • Set LP_Lightning[LP_Integer[2]] = (Last created lightning effect)
      • Custom script: call RemoveLocation ( udg_LP_Location2[udg_LP_Integer[2]] )
      • Custom script: call RemoveLocation ( udg_LP_DummyPoint[udg_LP_Integer[2]] )
and
  • Lightning Ball Move
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer LP_Integer[3]) from 1 to LP_Integer[2], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • LP_Tick[LP_Integer[3]] Greater than 0
            • Then - Actions
              • Set LP_DummyPoint[LP_Integer[3]] = (Position of LP_Dummy[LP_Integer[3]])
              • Set LP_Location2[LP_Integer[3]] = (LP_DummyPoint[LP_Integer[3]] offset by 50.00 towards LP_Angle[LP_Integer[3]] degrees)
              • Special Effect - Create a special effect at LP_DummyPoint[LP_Integer[3]] using Abilities\Weapons\Bolt\BoltImpact.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Move LP_Dummy[LP_Integer[3]] instantly to LP_Location2[LP_Integer[3]]
              • Lightning - Move LP_Lightning[LP_Integer[3]] to source LP_Location[LP_Integer[3]] and target LP_DummyPoint[LP_Integer[3]]
              • Set LP_Strike[LP_Integer[3]] = (Units within 125.00 of LP_DummyPoint[LP_Integer[3]] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy
              • Unit Group - Pick every unit in LP_Strike[LP_Integer[3]] and do (Actions)
                • Loop - Actions
                  • Unit - Create 1 Lightning Ball Dummy Slower for (Owner of LP_Caster[LP_Integer[3]]) at LP_DummyPoint[LP_Integer[3]] facing LP_Angle[LP_Integer[3]] degrees
                  • Unit - Hide (Last created unit)
                  • Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
                  • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                  • Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Weapons\Bolt\BoltImpact.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Cause LP_Caster[LP_Integer[3]] to damage (Picked unit), dealing (75.00 x (Real((Level of Lightning Path for LP_Caster[LP_Integer[3]])))) damage of attack type Spells and damage type Normal
                  • Unit Group - Add (Picked unit) to LP_NonStrike[LP_Integer[3]]
              • Custom script: call RemoveLocation ( udg_LP_DummyPoint[udg_LP_Integer[3]] )
              • Custom script: call RemoveLocation ( udg_LP_Location2[udg_LP_Integer[3]] )
              • Custom script: call DestroyGroup ( udg_LP_Strike[udg_LP_Integer[3]] )
              • Set LP_Tick[LP_Integer[3]] = (LP_Tick[LP_Integer[3]] - 1)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • LP_Tick[LP_Integer[3]] Equal to 0
            • Then - Actions
              • Unit Group - Remove LP_Dummy[LP_Integer[3]] from LP_DummyGroup[LP_Integer[3]]
              • Unit - Kill LP_Dummy[LP_Integer[3]]
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (LP_DummyGroup[LP_Integer[3]] is empty) Equal to True
                • Then - Actions
                  • Set LP_Integer[1] = (LP_Integer[1] - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • LP_Integer[1] Equal to 0
                    • Then - Actions
                      • Set LP_Integer[2] = 0
                      • Lightning - Destroy LP_Lightning[LP_Integer[3]]
                      • Unit Group - Remove all units from LP_NonStrike[LP_Integer[3]]
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                • Else - Actions
            • Else - Actions
please help mee
 
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