- Joined
- Apr 17, 2017
- Messages
- 316
I don't know how to explain this. Here are the codes i am gonna explain the problem in the end.
The problem here if i set the time event like lowering it, the effect goes farther than it is supposed to be. I dont know why tho.
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Embracement of Lightning
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Events
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Unit - A unit Begins casting an ability
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Conditions
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(Ability being cast) Equal to Embracement of Lightning
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Actions
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Set EOL_Caster = (Casting unit)
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Trigger - Turn on Embracement of Lightning Loop <gen>
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Embracement of Lightning Loop
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Events
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Time - Every 0.10 seconds of game time
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Conditions
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Actions
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Set EOL_Real = (EOL_Real + 100.00)
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Set EOL_Real2 = (EOL_Real2 + 100.00)
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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Unit - Create 1 Embracement of Lightning Dummy 1 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by EOL_Real towards (60.00 x (Real((Integer A)))) degrees) facing Default building facing degrees
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Set EOL_Dummy1[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy1[(Integer A)]
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Special Effect - Create a special effect at (Position of EOL_Dummy1[(Integer A)]) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
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Set EOL_Spec1[(Integer A)] = (Last created special effect)
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Special Effect - Destroy EOL_Spec1[(Integer A)]
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Unit - Create 1 Embracement of Lightning Dummy 2 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by EOL_Real towards (60.00 x (Real((Integer A)))) degrees) facing Default building facing degrees
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Set EOL_Dummy2[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy2[(Integer A)]
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Unit - Create 1 Embracement of Lightning Dummy 3 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by EOL_Real towards (60.00 x (Real((Integer A)))) degrees) facing Default building facing degrees
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Set EOL_Dummy3[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy3[(Integer A)]
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Unit - Create 1 Embracement of Lightning Dummy 4 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by EOL_Real towards (60.00 x (Real((Integer A)))) degrees) facing Default building facing degrees
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Set EOL_Dummy4[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy4[(Integer A)]
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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Unit - Create 1 Embracement of Lightning Dummy 1 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by (150.00 + EOL_Real2) towards (30.00 + (60.00 x (Real((Integer A))))) degrees) facing Default building facing degrees
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Set EOL_Dummy5[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy5[(Integer A)]
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Special Effect - Create a special effect at (Position of EOL_Dummy5[(Integer A)]) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
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Set EOL_Spec2[(Integer A)] = (Last created special effect)
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Special Effect - Destroy EOL_Spec2[(Integer A)]
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Unit - Create 1 Embracement of Lightning Dummy 2 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by (150.00 + EOL_Real2) towards (30.00 + (60.00 x (Real((Integer A))))) degrees) facing Default building facing degrees
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Set EOL_Dummy6[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy6[(Integer A)]
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Unit - Create 1 Embracement of Lightning Dummy 3 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by (150.00 + EOL_Real2) towards (30.00 + (60.00 x (Real((Integer A))))) degrees) facing Default building facing degrees
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Set EOL_Dummy7[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy7[(Integer A)]
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Unit - Create 1 Embracement of Lightning Dummy 4 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by (150.00 + EOL_Real2) towards (30.00 + (60.00 x (Real((Integer A))))) degrees) facing Default building facing degrees
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Set EOL_Dummy8[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy8[(Integer A)]
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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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EOL_Real Greater than or equal to 200.00
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Then - Actions
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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Unit - Remove EOL_Dummy1[(Integer A)] from the game
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Unit - Remove EOL_Dummy2[(Integer A)] from the game
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Unit - Remove EOL_Dummy3[(Integer A)] from the game
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Unit - Remove EOL_Dummy4[(Integer A)] from the game
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Unit - Remove EOL_Dummy5[(Integer A)] from the game
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Unit - Remove EOL_Dummy6[(Integer A)] from the game
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Unit - Remove EOL_Dummy7[(Integer A)] from the game
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Unit - Remove EOL_Dummy8[(Integer A)] from the game
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Wait 2.00 seconds
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Trigger - Turn on Embracement of Lightning Loop2 <gen>
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Trigger - Turn off (This trigger)
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Else - Actions
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Embracement of Lightning Loop2
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Events
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Time - Every 0.10 seconds of game time
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Conditions
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Actions
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Set EOL_Real = (EOL_Real - 100.00)
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Set EOL_Real2 = (EOL_Real2 - 100.00)
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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Unit - Create 1 Embracement of Lightning Dummy 1 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by EOL_Real towards (60.00 x (Real((Integer A)))) degrees) facing Default building facing degrees
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Set EOL_Dummy1[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy1[(Integer A)]
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Special Effect - Create a special effect at (Position of EOL_Dummy1[(Integer A)]) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
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Set EOL_Spec1[(Integer A)] = (Last created special effect)
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Special Effect - Destroy EOL_Spec1[(Integer A)]
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Unit - Create 1 Embracement of Lightning Dummy 2 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by EOL_Real towards (60.00 x (Real((Integer A)))) degrees) facing Default building facing degrees
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Set EOL_Dummy2[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy2[(Integer A)]
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Unit - Create 1 Embracement of Lightning Dummy 3 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by EOL_Real towards (60.00 x (Real((Integer A)))) degrees) facing Default building facing degrees
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Set EOL_Dummy3[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy3[(Integer A)]
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Unit - Create 1 Embracement of Lightning Dummy 4 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by EOL_Real towards (60.00 x (Real((Integer A)))) degrees) facing Default building facing degrees
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Set EOL_Dummy4[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy4[(Integer A)]
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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Unit - Create 1 Embracement of Lightning Dummy 1 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by (150.00 + EOL_Real2) towards (30.00 + (60.00 x (Real((Integer A))))) degrees) facing Default building facing degrees
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Set EOL_Dummy5[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy5[(Integer A)]
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Special Effect - Create a special effect at (Position of EOL_Dummy5[(Integer A)]) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
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Set EOL_Spec2[(Integer A)] = (Last created special effect)
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Special Effect - Destroy EOL_Spec2[(Integer A)]
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Unit - Create 1 Embracement of Lightning Dummy 2 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by (150.00 + EOL_Real2) towards (30.00 + (60.00 x (Real((Integer A))))) degrees) facing Default building facing degrees
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Set EOL_Dummy6[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy6[(Integer A)]
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Unit - Create 1 Embracement of Lightning Dummy 3 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by (150.00 + EOL_Real2) towards (30.00 + (60.00 x (Real((Integer A))))) degrees) facing Default building facing degrees
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Set EOL_Dummy7[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy7[(Integer A)]
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Unit - Create 1 Embracement of Lightning Dummy 4 for (Owner of EOL_Caster) at ((Position of EOL_Caster) offset by (150.00 + EOL_Real2) towards (30.00 + (60.00 x (Real((Integer A))))) degrees) facing Default building facing degrees
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Set EOL_Dummy8[(Integer A)] = (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy8[(Integer A)]
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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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EOL_Real Less than or equal to 200.00
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Then - Actions
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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Unit - Remove EOL_Dummy1[(Integer A)] from the game
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Unit - Remove EOL_Dummy2[(Integer A)] from the game
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Unit - Remove EOL_Dummy3[(Integer A)] from the game
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Unit - Remove EOL_Dummy4[(Integer A)] from the game
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Unit - Remove EOL_Dummy5[(Integer A)] from the game
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Unit - Remove EOL_Dummy6[(Integer A)] from the game
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Unit - Remove EOL_Dummy7[(Integer A)] from the game
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Unit - Remove EOL_Dummy8[(Integer A)] from the game
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Trigger - Turn off (This trigger)
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Else - Actions
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The problem here if i set the time event like lowering it, the effect goes farther than it is supposed to be. I dont know why tho.



