- Joined
- Nov 30, 2007
- Messages
- 1,202
There are two units involved in this; the Gate (udg_Gate[]) unit and the Rune controling it (u). The locust doesn't get removed so after one go you cant target the gate, perhaps i could just remove it and create a new on the spot but that feels redundant.
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GateControler Building
- GateControler Building
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Events
- Unit - A unit Begins casting an ability
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Conditions
- (Unit-type of (Triggering unit)) Equal to Gate Controler
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Actions
- Set u = (Triggering unit)
- Set i = (Custom value of u)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Ability being cast) Equal to Open Gate
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Then - Actions
- Animation - Play Gate_U[i]'s death alternate animation
- Unit - Remove Open Gate from u
- Unit - Add Close Gate to u
- Custom script: call UnitAddAbility( udg_Gate_U[udg_i], 'Aloc')
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Ability being cast) Equal to Close Gate
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Then - Actions
- Animation - Play Gate_U[i]'s stand animation
- Unit - Remove Close Gate from u
- Unit - Add Open Gate to u
- Custom script: call UnitRemoveAbility( udg_Gate_U[udg_i], 'Aloc')
- Else - Actions
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If - Conditions
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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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Actions
- Custom script: local unit u = GetTriggerUnit()
- Custom script: local intiger i = GetUnitUserData(u)