[Trigger] Problem with Real Variables

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Apr 17, 2017
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I don't know how to explain this. Here are the codes i am gonna explain the problem in the end.

  • Embracement of Lightning
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Embracement of Lightning
    • Actions
      • Set EOL_Caster = (Casting unit)
      • Trigger - Turn on Embracement of Lightning Loop <gen>
  • Embracement of Lightning Loop
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set EOL_Real = (EOL_Real + 100.00)
      • Set EOL_Real2 = (EOL_Real2 + 100.00)
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • 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
          • Set EOL_Dummy1[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy1[(Integer A)]
          • Special Effect - Create a special effect at (Position of EOL_Dummy1[(Integer A)]) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • Set EOL_Spec1[(Integer A)] = (Last created special effect)
          • Special Effect - Destroy EOL_Spec1[(Integer A)]
          • 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
          • Set EOL_Dummy2[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy2[(Integer A)]
          • 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
          • Set EOL_Dummy3[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy3[(Integer A)]
          • 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
          • Set EOL_Dummy4[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy4[(Integer A)]
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • 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
          • Set EOL_Dummy5[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy5[(Integer A)]
          • Special Effect - Create a special effect at (Position of EOL_Dummy5[(Integer A)]) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • Set EOL_Spec2[(Integer A)] = (Last created special effect)
          • Special Effect - Destroy EOL_Spec2[(Integer A)]
          • 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
          • Set EOL_Dummy6[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy6[(Integer A)]
          • 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
          • Set EOL_Dummy7[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy7[(Integer A)]
          • 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
          • Set EOL_Dummy8[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy8[(Integer A)]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • EOL_Real Greater than or equal to 200.00
        • Then - Actions
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • Unit - Remove EOL_Dummy1[(Integer A)] from the game
              • Unit - Remove EOL_Dummy2[(Integer A)] from the game
              • Unit - Remove EOL_Dummy3[(Integer A)] from the game
              • Unit - Remove EOL_Dummy4[(Integer A)] from the game
              • Unit - Remove EOL_Dummy5[(Integer A)] from the game
              • Unit - Remove EOL_Dummy6[(Integer A)] from the game
              • Unit - Remove EOL_Dummy7[(Integer A)] from the game
              • Unit - Remove EOL_Dummy8[(Integer A)] from the game
          • Wait 2.00 seconds
          • Trigger - Turn on Embracement of Lightning Loop2 <gen>
          • Trigger - Turn off (This trigger)
        • Else - Actions
  • Embracement of Lightning Loop2
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set EOL_Real = (EOL_Real - 100.00)
      • Set EOL_Real2 = (EOL_Real2 - 100.00)
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • 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
          • Set EOL_Dummy1[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy1[(Integer A)]
          • Special Effect - Create a special effect at (Position of EOL_Dummy1[(Integer A)]) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • Set EOL_Spec1[(Integer A)] = (Last created special effect)
          • Special Effect - Destroy EOL_Spec1[(Integer A)]
          • 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
          • Set EOL_Dummy2[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy2[(Integer A)]
          • 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
          • Set EOL_Dummy3[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy3[(Integer A)]
          • 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
          • Set EOL_Dummy4[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy4[(Integer A)]
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • 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
          • Set EOL_Dummy5[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy5[(Integer A)]
          • Special Effect - Create a special effect at (Position of EOL_Dummy5[(Integer A)]) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • Set EOL_Spec2[(Integer A)] = (Last created special effect)
          • Special Effect - Destroy EOL_Spec2[(Integer A)]
          • 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
          • Set EOL_Dummy6[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy6[(Integer A)]
          • 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
          • Set EOL_Dummy7[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy7[(Integer A)]
          • 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
          • Set EOL_Dummy8[(Integer A)] = (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to EOL_Dummy8[(Integer A)]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • EOL_Real Less than or equal to 200.00
        • Then - Actions
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • Unit - Remove EOL_Dummy1[(Integer A)] from the game
              • Unit - Remove EOL_Dummy2[(Integer A)] from the game
              • Unit - Remove EOL_Dummy3[(Integer A)] from the game
              • Unit - Remove EOL_Dummy4[(Integer A)] from the game
              • Unit - Remove EOL_Dummy5[(Integer A)] from the game
              • Unit - Remove EOL_Dummy6[(Integer A)] from the game
              • Unit - Remove EOL_Dummy7[(Integer A)] from the game
              • Unit - Remove EOL_Dummy8[(Integer A)] from the game
          • Trigger - Turn off (This trigger)
        • Else - Actions

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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