- Joined
- Oct 16, 2011
- Messages
- 308
Creates a wall of Rock Chunks that blocks a straight path for melee units. Lasts 3 seconds.
I messed up with the Timer and declaring the Rock Chunks' variables. Now they won't disappear after 3 seconds of being casted (unless attacked).
Can someone help me? Please.
Here are the triggers:
I messed up with the Timer and declaring the Rock Chunks' variables. Now they won't disappear after 3 seconds of being casted (unless attacked).
Can someone help me? Please.
Here are the triggers:
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Rock Wall
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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 Rock Wall
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Actions
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Set Ability_RockwallIndex = (Ability_RockwallIndex + 1)
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Set Ability_RockwallCounter[Ability_RockwallIndex] = 0
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Set Global_Point[0] = (Position of (Triggering unit))
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Set Global_Point[1] = (Target point of ability being cast)
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Set Ability_RockwallsCount = (Ability_RockwallsCount + 1)
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Destructible - Create a Rock Chunks (Wall) at Global_Point[1] facing (Random angle) with scale 1.00 and variation 0
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Set Ability_Rockwalls[Ability_RockwallsCount] = (Last created destructible)
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For each (Integer Ability_RockwallsLoop) from 1 to 4, do (Actions)
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Loop - Actions
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Set Ability_RockwallsCount = (Ability_RockwallsCount + 1)
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Set Ability_RockwallsAngle = ((Facing of (Triggering unit)) + 90.00)
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Set Global_Point[2] = (Global_Point[1] offset by (75.00 x (Real(Ability_RockwallsLoop))) towards Ability_RockwallsAngle degrees)
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Destructible - Create a Rock Chunks (Wall) at Global_Point[2] facing (Random angle) with scale 1.00 and variation 0
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Set Ability_Rockwalls[Ability_RockwallsCount] = (Last created destructible)
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Custom script: call RemoveLocation(udg_Global_Point[2])
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For each (Integer Ability_RockwallsLoop) from 1 to 4, do (Actions)
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Loop - Actions
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Set Ability_RockwallsCount = (Ability_RockwallsCount + 1)
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Set Ability_RockwallsAngle = ((Facing of (Triggering unit)) + 270.00)
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Set Global_Point[2] = (Global_Point[1] offset by (75.00 x (Real(Ability_RockwallsLoop))) towards Ability_RockwallsAngle degrees)
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Destructible - Create a Rock Chunks (Wall) at Global_Point[2] facing (Random angle) with scale 1.00 and variation 0
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Set Ability_Rockwalls[Ability_RockwallsCount] = (Last created destructible)
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Custom script: call RemoveLocation(udg_Global_Point[2])
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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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Ability_RockwallIndex Equal to 1
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Then - Actions
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Trigger - Turn on Rock Wall Loop <gen>
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Else - Actions
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Custom script: call RemoveLocation(udg_Global_Point[0])
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Custom script: call RemoveLocation(udg_Global_Point[1])
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Rock Wall Loop
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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For each (Integer Ability_RockwallIndexX) from 1 to Ability_RockwallIndex, do (Actions)
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Loop - Actions
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Set Ability_RockwallCounter[Ability_RockwallIndexX] = (Ability_RockwallCounter[Ability_RockwallIndexX] + 1)
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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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Ability_RockwallCounter[Ability_RockwallIndexX] Equal to 3
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Then - Actions
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For each (Integer Ability_RockwallsCountX) from ((Ability_RockwallIndexX x 9) - 8) to (Ability_RockwallIndexX x 9), do (Actions)
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Loop - Actions
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Destructible - Kill Ability_Rockwalls[Ability_RockwallsCountX]
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Set Ability_Rockwalls[Ability_RockwallsCountX] = Ability_Rockwalls[Ability_RockwallsCount]
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Set Ability_RockwallsCount = (Ability_RockwallsCount - 1)
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Set Ability_RockwallsCountX = (Ability_RockwallsCountX - 1)
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Else - Actions
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Set Ability_RockwallCounter[Ability_RockwallIndexX] = Ability_RockwallCounter[Ability_RockwallIndex]
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Set Ability_RockwallIndex = (Ability_RockwallIndex - 1)
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Set Ability_RockwallIndexX = (Ability_RockwallIndexX - 1)
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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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Ability_RockwallIndex Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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