i have this spell that uses a missle system and when it takes some time b4 the missles hit the ground and i want to do bla bla bla to the units when they are hit so i added a wait to wait untill the missle hits the units.
here is the trigger
here is the trigger
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Dark ground
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Example #3
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Actions
- Set DG_Damage[(Player number of (Owner of (Triggering unit)))] = (75 x (Level of Example #3 for (Triggering unit)))
- Set DG_Caster[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
- Set DG_point[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
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For each (Integer B) from 1 to 10, do (Actions)
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Loop - Actions
- Set MS_impact_gfx = Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
- Set MS_dmg_source = (Casting unit)
- Set MS_owner = (Owner of (Casting unit))
- Set MS_create_point = (Position of (Casting unit))
- Set MS_seconds_to_reach = 1.50
- Set MS_target_point = ((Target point of ability being cast) offset by 150.00 towards ((Real((Integer B))) x (360.00 / 10.00)) degrees)
- Set MS_distance = (Distance between MS_create_point and MS_target_point)
- Set MS_angle = (Angle from MS_create_point to MS_target_point)
- Set MS_missile_gfx = Abilities\Weapons\AvengerMissile\AvengerMissile.mdl
- Set MS_parabola = True
- Set MS_parabola_height = 800.00
- Trigger - Run MS init <gen> (ignoring conditions)
- Custom script: call RemoveLocation(udg_MS_create_point)
- Custom script: call RemoveLocation(udg_MS_target_point)
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Loop - Actions
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For each (Integer B) from 1 to 5, do (Actions)
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Loop - Actions
- Set MS_impact_gfx = Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
- Set MS_dmg_source = (Casting unit)
- Set MS_owner = (Owner of (Casting unit))
- Set MS_create_point = (Position of (Casting unit))
- Set MS_seconds_to_reach = 1.50
- Set MS_target_point = ((Target point of ability being cast) offset by 50.00 towards ((Real((Integer B))) x (360.00 / 5.00)) degrees)
- Set MS_distance = (Distance between MS_create_point and MS_target_point)
- Set MS_angle = (Angle from MS_create_point to MS_target_point)
- Set MS_missile_gfx = Abilities\Weapons\AvengerMissile\AvengerMissile.mdl
- Set MS_parabola = True
- Set MS_parabola_height = 800.00
- Trigger - Run MS init <gen> (ignoring conditions)
- Custom script: call RemoveLocation(udg_MS_create_point)
- Custom script: call RemoveLocation(udg_MS_target_point)
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Loop - Actions
- Wait 1.40 seconds
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Unit Group - Pick every unit in (Units within 250.00 of DG_point[(Player number of (Owner of (Triggering unit)))] 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 do (Actions)
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Loop - Actions
- Unit - Create 1 dummy for (Owner of DG_Caster[(Player number of (Owner of (Triggering unit)))]) at DG_point[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees
- Unit - Add Soul Burn to (Last created unit)
- Unit - Set level of Soul Burn for (Last created unit) to (Level of Example #3 for DG_Caster[(Player number of (Owner of (Triggering unit)))])
- Unit - Order (Last created unit) to Neutral Fire Lord - Soul Burn (Picked unit)
- Unit - Cause (Last created unit) to damage (Picked unit), dealing (Real(DG_Damage[(Player number of (Owner of (Triggering unit)))])) damage of attack type Spells and damage type Normal
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Loop - Actions
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Events