Hello again guys, I need your help again...
I'm working on spell that one of effects is the sliding of a unitgroup towards a target enemy, but the group is only set at the first it runned and I don't know why this happens.
Here are the triggers:
Slide trigger
I'm working on spell that one of effects is the sliding of a unitgroup towards a target enemy, but the group is only set at the first it runned and I don't know why this happens.
Here are the triggers:
Slide trigger
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Taijutsu T loop2
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Events
- Time - Every 0.03 seconds of game time
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Conditions
- (TaijutsuNinja is alive) Equal to True
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Actions
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Unit Group - Pick every unit in TaiT_group and do (Actions)
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Loop - Actions
- Set TaiT_pt = ((Position of (Picked unit)) offset by TaiT_dist towards (Facing of (Picked unit)) degrees)
- Unit - Move (Picked unit) instantly to TaiT_pt
- Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
- Special Effect - Destroy (Last created special effect)
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Loop - Actions
- Set TaiT_dist = (TaiT_dist + 20.00)
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Unit Group - Pick every unit in TaiT_group and do (Actions)
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Events
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Taijutsu T
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Reaper [Dummy]
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Actions
- Set TaijutsuNinja = (Triggering unit)
- Set TaiT_point = (Position of TaijutsuNinja)
- Set TaiT_target = (Target unit of ability being cast)
- Set TaiT_endpoint = (Position of TaiT_target)
- Set TaiT_lvl = (Level of Reaper [Dummy] for TaijutsuNinja)
- Set Taijutsu_Agi = (Agility of TaijutsuNinja (Include bonuses))
- Set Taijutsu_Str = (Strength of TaijutsuNinja (Include bonuses))
- Set TaiT_dmg = (((Real(TaiT_lvl)) x (Real(Taijutsu_Str))) + (2.00 x ((Real(TaiT_lvl)) x (Real(Taijutsu_Agi)))))
- Set TaiT_dmg = (TaiT_dmg + (300.00 + (100.00 x (Real(TaiT_lvl)))))
- Floating Text - Create floating text that reads It's over... at TaiT_point with Z offset 5.00, using font size 10.00, color (0.00%, 70.00%, 45.00%), and 20.00% transparency
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
- Unit - Pause TaiT_target
- Unit - Make TaiT_unit Invulnerable
- Unit - Make TaiT_target face TaijutsuNinja over 1.00 seconds
- Special Effect - Create a special effect attached to the origin of TaiT_target using war3mapImported\AuraUndead.mdx
- Set TaiT_special = (Last created special effect)
- Special Effect - Create a special effect attached to the overhead of TaiT_target using war3mapImported\AuraUndead.mdx
- Set TaiT_special2 = (Last created special effect)
- Set TaiT_ang = (Facing of TaiT_target)
- Wait 0.10 seconds
- Trigger - Turn on Taijutsu T loop <gen>
- Unit - Pause TaijutsuNinja
- Unit - Hide TaijutsuNinja
- Unit - Make TaijutsuNinja Invulnerable
- Wait 0.30 seconds
- -------- Setting the Slide Trigger group --------
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For each (Integer A) from 1 to 5, do (Actions)
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Loop - Actions
- Unit - Create 1 TaijutsuFake [Dummy Unit] for (Owner of TaijutsuNinja) at (TaiT_endpoint offset by 400.00 towards TaiT_ang degrees) facing Default building facing degrees
- Set TaiT_unit2 = (Last created unit)
- Unit - Make TaiT_unit2 face TaiT_target over 1.00 seconds
- Unit - Add a 3.00 second Generic expiration timer to TaiT_unit2
- Animation - Play TaiT_unit2's attack 2 animation
- Unit Group - Add TaiT_unit2 to TaiT_group
- Set TaiT_ang = (TaiT_ang + 72.00)
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Loop - Actions
- Wait 1.00 seconds
- Set TaiT_dist = 20.00
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Unit Group - Pick every unit in TaiT_group and do (Actions)
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Loop - Actions
- Set TaiT_point = (Position of (Picked unit))
- Floating Text - Create floating text that reads REAPER!!! at TaiT_point with Z offset 30.00, using font size 10.00, color (0.00%, 70.00%, 45.00%), and 20.00% transparency
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
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Loop - Actions
- Trigger - Turn off Taijutsu T loop <gen>
- Trigger - Turn on Taijutsu T loop2 <gen>
- Wait 0.60 seconds
- Animation - Play TaiT_target's death animation
- Special Effect - Create a special effect attached to the overhead of TaiT_target using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
- Set TaiT_spc1 = (Last created special effect)
- Special Effect - Create a special effect attached to the chest of TaiT_target using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPriest.mdl
- Set TaiT_spc2 = (Last created special effect)
- Special Effect - Create a special effect attached to the origin of TaiT_target using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
- Set TaiT_spc3 = (Last created special effect)
- Special Effect - Destroy TaiT_special
- Special Effect - Destroy TaiT_special2
- Wait 0.30 seconds
- Trigger - Turn off Taijutsu T loop2 <gen>
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Unit Group - Pick every unit in TaiT_group and do (Actions)
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Loop - Actions
- Unit - Remove (Picked unit) from the game
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Loop - Actions
- Custom script: call RemoveLocation (udg_TaiT_point)
- Custom script: call RemoveLocation (udg_TaiT_pt)
- Custom script: call RemoveLocation (udg_TaiT_endpoint)
- Custom script: call DestroyGroup (udg_TaiT_group)
- Special Effect - Destroy TaiT_spc1
- Special Effect - Destroy TaiT_spc2
- Special Effect - Destroy TaiT_spc3
- -------- Damage reduction detection --------
- Set hp1_temp = (Life of TaiT_target)
- Unit - Cause TaijutsuNinja to damage TaiT_target, dealing 10.00 damage of attack type Chaos and damage type Normal
- Set hp2_real = (hp1_temp - (Life of TaiT_target))
- Set Dmg_red_temp = ((100.00 x hp2_real) / hp1_temp)
- Set Dmg_red_temp = (Dmg_red_temp / 100.00)
- Unit - Set life of TaiT_target to hp1_temp
- -------- Piercing damage equation --------
- Set hp1_temp = (TaiT_dmg x Dmg_red_temp)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Dmg_red_temp Greater than 1.00
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Then - Actions
- Set hp2_real = (TaiT_dmg x (Dmg_red_temp + 0.50))
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Else - Actions
- Set hp2_real = (TaiT_dmg x (Dmg_red_temp / 2.00))
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If - Conditions
- Set armorpen = ((hp1_temp - hp2_real) / (1.00 - Dmg_red_temp))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- armorpen Less than or equal to 0.00
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Then - Actions
- Set TaiT_dmg = (TaiT_dmg - armorpen)
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Else - Actions
- Set TaiT_dmg = (TaiT_dmg + armorpen)
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If - Conditions
- -------- Finishing trigger --------
- Unit - Move TaijutsuNinja instantly to ((Position of TaiT_target) offset by 200.00 towards ((Facing of TaiT_target) - 180.00) degrees)
- Unit - Unpause TaijutsuNinja
- Unit - Unhide TaijutsuNinja
- Unit - Make TaijutsuNinja Vulnerable
- Unit - Unpause TaiT_target
- Unit - Make TaiT_target Vulnerable
- Selection - Select TaijutsuNinja for (Owner of TaijutsuNinja)
- Animation - Reset TaiT_target's animation
- Unit - Cause TaijutsuNinja to damage TaiT_target, dealing TaiT_dmg damage of attack type Chaos and damage type Normal
- Floating Text - Create floating text that reads (String((TaiT_dmg x (1.00 - Dmg_red_temp)))) at (Position of TaiT_target) with Z offset 100.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 5.00% transparency
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
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Events
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Taijutsu T loop
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Events
- Time - Every 0.02 seconds of game time
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Conditions
- (TaijutsuNinja is alive) Equal to True
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Actions
- Unit - Create 1 MirrorFake [Dummy Unit] for (Owner of TaijutsuNinja) at (TaiT_endpoint offset by 400.00 towards (Random angle) degrees) facing Default building facing degrees
- Set TaiT_unit = (Last created unit)
- Unit - Add a 0.05 second Generic expiration timer to TaiT_unit
- Unit - Make TaiT_unit face TaiT_target over 0.05 seconds
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Events