- Joined
- Jun 26, 2020
- Messages
- 1,928
I made 2 triggers for a spell:
In resume, what's wrong?
Edit, ok I think the problem is in the trigger, so I will share you, but is a disaster, I hope this won't be a problem for you.
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Custom script: set udg_Temp_Sound=CreateSound("Abilities\\Spells\\Undead\\Possession\\PossessionMissileLaunch1.wav", false, true, true, 10, 10, "DefaultEAXON")
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Sound - Play Temp_Sound at 100.00% volume, attached to (Last created unit)
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Sound - Destroy Temp_Sound
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Custom script: set udg_Temp_Sound=CreateSound("Abilities\\Spells\\Undead\\Possession\\PossessionMissileHit1.wav", false, true, true, 10, 10, "DefaultEAXON")
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Sound - Play Temp_Sound at 100.00% volume, attached to (Load Atemp_Int3 of 5 in Dark_Summoning_datos)
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Sound - Destroy Temp_Sound
In resume, what's wrong?
Edit, ok I think the problem is in the trigger, so I will share you, but is a disaster, I hope this won't be a problem for you.
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Dark Summoning
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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 Dark Summoning (mio)) or ((Ability being cast) Equal to Dark Summoning (Hero))
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Actions
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Custom script: local group g
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Custom script: set g=CreateGroup()
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-------- Select heros --------
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Set Locacion_Variable[41] = (Target point of ability being cast)
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Set Grupo_Unidad_Variable[21] = (Random 5 units from (Units within 700.00 of Locacion_Variable[41] matching ((((Matching unit) is A hero) Equal to True) and (((Matching unit) belongs to an ally of (Owner of (Triggering unit))) Equal to True))))
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Custom script: loop
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Custom script: set udg_Atemp_Unit2=FirstOfGroup(udg_Grupo_Unidad_Variable[21])
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Custom script: exitwhen udg_Atemp_Unit2==null
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Custom script: if (IsUnitInGroup(udg_Atemp_Unit2,udg_Dark_Summoning_Heros)==false) then
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Custom script: set udg_Atemp_Int3=GetHandleIdBJ(udg_Atemp_Unit2)
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Special Effect - Create a special effect attached to the origin of Atemp_Unit2 using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
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Hashtable - Save Handle Of(Last created special effect) as Atemp_Int3 of 3 in Dark_Summoning_datos
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Custom script: call GroupAddUnitSimple(udg_Atemp_Unit2,g)
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Unit Group - Add Atemp_Unit2 to Dark_Summoning_Heros
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Custom script: endif
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Unit Group - Remove Atemp_Unit2 from Grupo_Unidad_Variable[21]
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Custom script: endloop
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Custom script: call DestroyGroup(udg_Grupo_Unidad_Variable[21])
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Custom script: call RemoveLocation(udg_Locacion_Variable[41])
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-------- Wait --------
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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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(Ability being cast) Equal to Dark Summoning (mio)
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Then - Actions
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Set Temp_Real = (7.00 - (2.00 x (Real((Level of Dark Summoning (mio) for (Triggering unit))))))
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Else - Actions
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Set Temp_Real = (6.00 - (Real((Level of Dark Summoning (Hero) for (Triggering unit)))))
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Wait Temp_Real seconds
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-------- Send Heros --------
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Custom script: loop
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Custom script: set udg_Atemp_Unit2=FirstOfGroup(g)
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Custom script: exitwhen udg_Atemp_Unit2==null
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Set Temp_Loc = (Position of Atemp_Unit2)
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Unit - Create 1 Essence for (Owner of Atemp_Unit2) at Temp_Loc facing Temp_Loc2
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Custom script: call RemoveLocation(udg_Temp_Loc)
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Custom script: set udg_Temp_Sound=CreateSound("Abilities\\Spells\\Undead\\Possession\\PossessionMissileLaunch1.wav", false, true, true, 10, 10, "DefaultEAXON")
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Sound - Play Temp_Sound at 100.00% volume, attached to (Last created unit)
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Sound - Destroy Temp_Sound
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Set Atemp_Int3 = (Key (Last created unit))
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-------- Jump System --------
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Set JDA_Unit = (Last created unit)
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Custom script: call DestroyEffectBJ(LoadEffectHandleBJ(GetHandleIdBJ(udg_Atemp_Unit2),3, udg_Dark_Summoning_datos))
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Custom script: call RemoveSavedHandle(udg_Dark_Summoning_datos,3,udg_Atemp_Int3)
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If (((Owner of (Triggering unit)) is in Grupo_Draeneanos) Equal to True) then do (Set Temp_Loc2 = (Random point in Draeneanos)) else do (Set Temp_Loc2 = (Random point in Demonios))
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Set JDA_TargetPoint = Temp_Loc2
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Special Effect - Create a special effect at Temp_Loc2 using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
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Hashtable - Save Handle Of(Last created special effect) as Atemp_Int3 of 3 in Dark_Summoning_datos
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Set JDA_Speed = 30.00
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Set JDA_SpecialEffect = <Cadena vacÃa>
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Set JDA_Animation = <Cadena vacÃa>
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Set JDA_AnimationSpeed = 1.00
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Set JDA_JumpHigh_Distance = 0.00
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Set JDA_DestroyTrees_Dash = False
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Trigger - Run Jump System 1 <gen> (checking conditions)
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Hashtable - Save Handle OfAtemp_Unit2 as Atemp_Int3 of 5 in Dark_Summoning_datos
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Unit - Hide Atemp_Unit2
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Unit - Pause Atemp_Unit2
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Custom script: call GroupRemoveUnitSimple(udg_Atemp_Unit2,g)
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Unit Group - Remove Atemp_Unit2 from Dark_Summoning_Heros
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Custom script: endloop
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Custom script: set udg_Temp_Loc2=null
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Custom script: call DestroyGroup(g)
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Custom script: set g=null
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Dark Summoning llego
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Events
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Game - Nojump_event becomes Igual a 1.00
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Conditions
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(Unit-type of Nojump_Unit) Igual a Essence
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Actions
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Custom script: set udg_Atemp_Int3=GetHandleIdBJ(udg_Nojump_Unit)
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Set Temp_Loc = (Position of Nojump_Unit)
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Unit - Move (Load Atemp_Int3 of 5 in Dark_Summoning_datos) instantly to Temp_Loc
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Custom script: call RemoveLocation(udg_Temp_Loc)
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Unit - Remove Nojump_Unit from the game
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Unit - Unhide (Load Atemp_Int3 of 5 in Dark_Summoning_datos)
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Unit - Unpause (Load Atemp_Int3 of 5 in Dark_Summoning_datos)
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Special Effect - Destroy (Load Atemp_Int3 of 3 in Dark_Summoning_datos)
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Custom script: set udg_Temp_Sound=CreateSound("Abilities\\Spells\\Undead\\Possession\\PossessionMissileHit1.wav", false, true, true, 10, 10, "DefaultEAXON")
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Sound - Play Temp_Sound at 100.00% volume, attached to (Load Atemp_Int3 of 5 in Dark_Summoning_datos)
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Sound - Destroy Temp_Sound
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Custom script: call RemoveSavedHandle(udg_Dark_Summoning_datos,3,udg_Atemp_Int3)
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Custom script: call RemoveSavedHandle(udg_Dark_Summoning_datos,5,udg_Atemp_Int3)
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Last edited: