- Joined
- Jun 16, 2007
- Messages
- 1,574
Hello, i'm currently learning to make MUI spells.
So started triggering a MUI Ki Blast (For my dragonball Z map)
so far this is what i have:
The thing i need to at the moment are:
- The way i've set it up, will it be mui (After i've added in remove etc etc)
- How do i make the Mve trigger detect properly when the Beam Head touches a unit or a destructable ? and when it comes to its destination.
So started triggering a MUI Ki Blast (For my dragonball Z map)
so far this is what i have:
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Ki Blast
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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 Ki Blast (Kamehameha)
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Actions
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Set KiBlast_Caster = (Triggering unit)
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Set TempLoc00 = (Target point of ability being cast)
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Set TempLoc01 = (Position of KiBlast_Caster)
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Unit - Pause KiBlast_Caster
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Animation - Play KiBlast_Caster's Spell Channel animation
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Unit - Create 1 Ki_Head for (Owner of KiBlast_Caster) at TempLoc01 facing (Facing of KiBlast_Caster) degrees
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Set KiBlast_Dummy[1] = (Last created unit)
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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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(Unit-type of KiBlast_Caster) Equal to Goku (Normal)
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Then - Actions
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Animation - Play KiBlast_Caster's Spell Throw animation
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Trigger - Turn on Ki Blast Mve <gen>
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Else - Actions
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Ki Blast Mve
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Events
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Time - Every 0.20 seconds of game time
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Conditions
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Actions
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Unit - Order KiBlast_Dummy[1] to Move To TempLoc00
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Unit - Create 1 Ki_Trail for (Owner of KiBlast_Caster) at (Position of KiBlast_Dummy[1]) facing (Facing of KiBlast_Caster) degrees
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Unit Group - Add (Random unit from (Units owned by (Owner of KiBlast_Caster) of type Ki_Trail)) to BeamTrail
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Unit Group - Pick every unit in (Units within 50.00 of TempLoc00) and do (Actions)
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Loop - Actions
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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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KiBlast_Dummy[1] Equal to (Picked unit)
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Then - Actions
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Trigger - Turn off (This trigger)
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Unit - Unpause KiBlast_Caster
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Unit - Remove KiBlast_Dummy[1] from the game
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Unit Group - Pick every unit in BeamTrail and do (Actions)
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Loop - Actions
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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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(Owner of (Picked unit)) Equal to (Owner of KiBlast_Caster)
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Then - Actions
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Unit - Remove (Picked unit) from the game
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Else - Actions
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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
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(KiBlast_Caster is dead) Equal to True
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Then - Actions
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Trigger - Turn off (This trigger)
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Unit - Unpause KiBlast_Caster
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Unit - Remove KiBlast_Dummy[1] from the game
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Unit Group - Pick every unit in BeamTrail and do (Actions)
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Loop - Actions
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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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(Owner of (Picked unit)) Equal to (Owner of KiBlast_Caster)
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Then - Actions
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Unit - Remove (Picked unit) from the game
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Else - Actions
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Else - Actions
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- The way i've set it up, will it be mui (After i've added in remove etc etc)
- How do i make the Mve trigger detect properly when the Beam Head touches a unit or a destructable ? and when it comes to its destination.