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[Spell] snowball, pyroblast, chaos meteor, fireball

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hi everyone I’m creating a map and in this map I want to make few spells like kaelthas pyroblast. snowball and...

Pyroblast: I want kael starts channeling for 4 seconds and a fireball grows larger and larger up of his head after he finished channeling it he throws that on the targeted area, stun enemies for 3 seconds and damage for 300, can someone help me with this?

snowball: the same as pyroblast just the unit doesn't channel it, and throw a little snowball towards a target and the ball grows every second.

chaos meteor:something like rain of chaos but I don’t want all of meteors become infernals example:if unit calls 5 meteor only two of them become infernal

I dont know how to create them if U can help me with any of them I would be thankfullll:)♡ (I’m not a jass coder)
 
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Level 5
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Messages
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1) Can he release the Pyroblast early? Does the damage/stun scale as he channels it?

2) What does the Snowball do when it hits the target? Damage? Stun? Slow?

no he can't, he must channel to give it power, if he gets stun while his channeling the pyroblast will be gone
so the damage can not be changed

2.damage all units in line and stun them for 1second
 

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,510
I only created Kael's Pyroblast for now, hopefully you have the latest version of Warcraft 3.

The spell requires a Unit Indexer, which I imported into the map already so you don't need to download it. Just make sure you don't have more than 1 Unit Indexer system in your map.

And to configure the settings of the spell just look for the ///slashes/// in the triggers:
  • -------- ////////////////// --------
  • You can edit the stuff in here!
  • -------- ////////////////// --------
Also, the spell will work for multiple Kaels, but it will break if the cooldown is too short.

The rule is: Each Kael can only have 1 Pyroblast missile out at a time!

With the default settings, a cooldown of 7+ seconds is safe.
 

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Last edited:
Level 5
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Messages
118
I only created Kael's Pyroblast for now, hopefully you have the latest version of Warcraft 3.

The spell requires a Unit Indexer, which I imported into the map already so you don't need to download it. Just make sure you don't have more than 1 Unit Indexer system in your map.

And to configure the settings of the spell just look for the ///slashes/// in the triggers:
  • -------- ////////////////// --------
  • You can edit the stuff in here!
  • -------- ////////////////// --------
Also, the spell will work for multiple Kaels, but it will break if the cooldown is too short.

The rule is: Each Kael can only have 1 Pyroblast missile out at a time!

With the default settings, a cooldown of 7+ seconds is safe.

sadly it doesnt work for me,is there anyother way to make spell more simple for triggering? maybe using some simple triggers or variables like points,reals,unit groups etc?
 

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,510
If it's a Dummy unit, change it's size.

Here's how I was doing it with Special Effects:
  • Pyroblast Grow
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Pyro_Missile_Size_Group and do (Actions)
        • Loop - Actions
          • Set VariableSet CV = (Custom value of (Picked unit))
          • Set VariableSet Pyro_Missile_Size[CV] = (Pyro_Missile_Size[CV] + Pyro_Missile_Size_Growth)
          • Special Effect - Set Scale of Pyro_Missile[CV] to (Pyro_Missile_Size_Base + Pyro_Missile_Size[CV])
But I don't think you have these Special Effect features in 1.29. You can however use a Dummy unit to do almost the same thing.

It'd be something like this:
  • Pyroblast Grow new
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Missile_Group and do (Actions)
        • Loop - Actions
          • Set Variable X = X + 0.01
          • Animation - Change (Picked unit)'s size to (X%, X%, X%) of its original size
It's a different approach but results in the same thing.

If you wanted it to be MUI you would need to use a Unit Indexer or something else like Hashtables.
 
Last edited:
Level 5
Joined
Aug 14, 2020
Messages
118
If it's a Dummy unit, change it's size.

Here's how I was doing it with Special Effects:
  • Pyroblast Grow
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Pyro_Missile_Size_Group and do (Actions)
        • Loop - Actions
          • Set VariableSet CV = (Custom value of (Picked unit))
          • Set VariableSet Pyro_Missile_Size[CV] = (Pyro_Missile_Size[CV] + Pyro_Missile_Size_Growth)
          • Special Effect - Set Scale of Pyro_Missile[CV] to (Pyro_Missile_Size_Base + Pyro_Missile_Size[CV])
But I don't think you have these Special Effect features in 1.29. You can however use a Dummy unit to do almost the same thing.

It'd be something like this:
  • Pyroblast Grow new
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Missile_Group and do (Actions)
        • Loop - Actions
          • Set Variable X = X + 0.01
          • Animation - Change (Picked unit)'s size to (X%, X%, X%) of its original size
So in this case the Dummy unit is in a Unit Group, whereas in my example the Caster (Kael) was in the Unit Group. It's a different approach but results in the same thing.

If you wanted it to be MUI you would need to use a Unit Indexer like I'm doing in my example or something else like Hashtables.

thank you Uncle for your help:)
I’ll use it.
 

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,510
I should've just posted this right away but I was hoping that you could open the map. Anyway, here are all of my triggers. My map also contains a Unit Indexer, a Dummy unit, and 2 abilities.

Pyroblast is based on the Channel ability and has 3 levels. It's Options are set to Visible, Targeting Image. It's Follow Through Time is set to 4.00 seconds and Disable Other Abilities is set to False. Make sure it's Base Order id is different than any of Kael's other abilities.

Pyroblast Stun (Dummy) is based on War Stomp and has 3 levels. It has no cast requirements (like mana cost) since it's used by a Dummy unit.
This trigger sets everything up and creates the Pyroblast missile.
  • Pyroblast Channel
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Pyroblast
    • Actions
      • -------- ////////////////// --------
      • -------- Configure Missile Settings: --------
      • Set VariableSet Pyro_Base_Height = 225.00
      • Set VariableSet Pyro_Missile_Speed = 20.00
      • Set VariableSet Pyro_Missile_Size_Base = 0.00
      • Set VariableSet Pyro_Missile_Size_Growth = 0.03
      • -------- ////////////////// --------
      • -------- --------
      • Set VariableSet CV = (Custom value of (Triggering unit))
      • Set VariableSet Pyro_Distance[CV] = 0.00
      • Set VariableSet Pyro_Missile_Size[CV] = 0.00
      • Set VariableSet Pyro_Height_Reduction[CV] = 0.00
      • Set VariableSet Pyro_Cast_Point[CV] = (Position of (Triggering unit))
      • Set VariableSet Pyro_Cast_Point[0] = (Target point of ability being cast)
      • Set VariableSet Pyro_Cast_Distance[CV] = (Distance between Pyro_Cast_Point[0] and Pyro_Cast_Point[CV])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Pyro_Cast_Distance[CV] Less than 1.00
        • Then - Actions
          • Set VariableSet Pyro_Cast_Distance[CV] = 1.00
        • Else - Actions
      • Set VariableSet Pyro_Angle[CV] = (Angle from Pyro_Cast_Point[CV] to Pyro_Cast_Point[0])
      • -------- --------
      • -------- ////////////////// --------
      • -------- Modify the Missile Art: --------
      • Special Effect - Create a special effect at Pyro_Cast_Point[CV] using Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
      • Set VariableSet Pyro_Missile[CV] = (Last created special effect)
      • -------- ////////////////// --------
      • -------- --------
      • -------- ////////////////// --------
      • -------- Modify the Extra Art (Doom Stuff): --------
      • Special Effect - Create a special effect at Pyro_Cast_Point[CV] using Abilities\Spells\Other\Doom\DoomTarget.mdl
      • Set VariableSet Pyro_Extra_Art[CV] = (Last created special effect)
      • -------- ////////////////// --------
      • -------- --------
      • Custom script: call RemoveLocation (udg_Pyro_Cast_Point[0])
      • Set VariableSet Pyro_Height = (Pyro_Base_Height + (Position - Z of Pyro_Missile[CV].))
      • Set VariableSet Pyro_Height_Rate[CV] = (Pyro_Base_Height / (Pyro_Cast_Distance[CV] / Pyro_Missile_Speed))
      • Set VariableSet Pyro_Height_Reduction[CV] = Pyro_Base_Height
      • Special Effect - Set Height of Pyro_Missile[CV] to: Pyro_Height
      • Special Effect - Set Scale of Pyro_Missile[CV] to Pyro_Missile_Size_Base
      • Special Effect - Set Yaw of Pyro_Missile[CV] to: (Radians(Pyro_Angle[CV]))
      • Special Effect - Set Height of Pyro_Extra_Art[CV] to: (Pyro_Height - 50.00)
      • Special Effect - Set Scale of Pyro_Extra_Art[CV] to 0.50
      • Unit Group - Add (Triggering unit) to Pyro_Missile_Size_Group
      • -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Pyroblast Grow <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Pyroblast Grow <gen>
        • Else - Actions
This trigger runs when you successfully channel Pyroblast for the full 4 seconds.
  • Pyroblast Finish
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Pyroblast
    • Actions
      • Set VariableSet CV = (Custom value of (Triggering unit))
      • Special Effect - Set Height of Pyro_Extra_Art[CV] to: 5000.00
      • Special Effect - Destroy Pyro_Extra_Art[CV]
      • Unit Group - Remove (Triggering unit) from Pyro_Missile_Size_Group.
      • Unit Group - Add (Triggering unit) to Pyro_Missile_Group
      • -------- --------
      • -------- ////////////////// --------
      • -------- Modify the Extra Art (Doom Stuff): --------
      • Special Effect - Create a special effect at Pyro_Cast_Point[CV] using Abilities\Spells\Other\Doom\DoomDeath.mdl
      • Special Effect - Set Height of (Last created special effect) to: ((Position - Z of Pyro_Missile[CV].) - 50.00)
      • Special Effect - Set Scale of (Last created special effect) to 0.50
      • Special Effect - Destroy (Last created special effect)
      • -------- ////////////////// --------
      • -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Pyroblast Move <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Pyroblast Move <gen>
        • Else - Actions
This trigger runs when you cancel the ability early or get interrupted by a Stun or something.
  • Pyroblast Cancel
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
      • (Ability being cast) Equal to Pyroblast
      • ((Triggering unit) is in Pyro_Missile_Size_Group.) Equal to True
    • Actions
      • Set VariableSet CV = (Custom value of (Triggering unit))
      • Special Effect - Destroy Pyro_Missile[CV]
      • Special Effect - Set Height of Pyro_Extra_Art[CV] to: 5000.00
      • Special Effect - Destroy Pyro_Extra_Art[CV]
      • Unit Group - Remove (Triggering unit) from Pyro_Missile_Size_Group.
This trigger grows the size of the Pyroblast.
  • Pyroblast Grow
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Pyro_Missile_Size_Group and do (Actions)
        • Loop - Actions
          • Set VariableSet CV = (Custom value of (Picked unit))
          • Set VariableSet Pyro_Missile_Size[CV] = (Pyro_Missile_Size[CV] + Pyro_Missile_Size_Growth)
          • Special Effect - Set Scale of Pyro_Missile[CV] to (Pyro_Missile_Size_Base + Pyro_Missile_Size[CV])
This trigger moves the missile and blows it up once it reaches the destination.
  • Pyroblast Move
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Pyro_Missile_Group and do (Actions)
        • Loop - Actions
          • -------- Move Missile --------
          • Set VariableSet CV = (Custom value of (Picked unit))
          • Set VariableSet Pyro_Distance[CV] = (Pyro_Distance[CV] + Pyro_Missile_Speed)
          • Set VariableSet Pyro_Cast_Point[0] = (Pyro_Cast_Point[CV] offset by Pyro_Distance[CV] towards Pyro_Angle[CV] degrees.)
          • Special Effect - Set Position of Pyro_Missile[CV] to Pyro_Cast_Point[0]
          • Custom script: set udg_Pyro_Height = GetLocationZ(udg_Pyro_Cast_Point[0])
          • Set VariableSet Pyro_Height_Reduction[CV] = (Pyro_Height_Reduction[CV] - Pyro_Height_Rate[CV])
          • Special Effect - Set Height of Pyro_Missile[CV] to: (Pyro_Height + Pyro_Height_Reduction[CV])
          • -------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Pyro_Distance[CV] Greater than or equal to Pyro_Cast_Distance[CV]
            • Then - Actions
              • -------- Stun/Damage --------
              • Unit - Create 1 Dummy for (Owner of (Picked unit)) at Pyro_Cast_Point[0] facing Default building facing degrees
              • Unit - Add Pyroblast Stun (Dummy) to (Last created unit)
              • Unit - Set level of Pyroblast Stun (Dummy) for (Last created unit) to (Level of Pyroblast for (Picked unit))
              • Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp.
              • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
              • -------- --------
              • -------- ////////////////// --------
              • -------- Missile Explosion Art: --------
              • Special Effect - Create a special effect at Pyro_Cast_Point[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
              • Special Effect - Destroy (Last created special effect)
              • -------- ////////////////// --------
              • -------- --------
              • Special Effect - Destroy Pyro_Missile[CV]
              • Custom script: call RemoveLocation (udg_Pyro_Cast_Point[udg_CV])
              • Unit Group - Remove (Picked unit) from Pyro_Missile_Group.
              • -------- --------
              • -------- Turn Off --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in Pyro_Missile_Group) Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions
          • -------- --------
          • Custom script: call RemoveLocation (udg_Pyro_Cast_Point[0])
 
Last edited:
Level 5
Joined
Aug 14, 2020
Messages
118
I should've just posted this right away but I was hoping that you could open the map. Anyway, here are all of my triggers. My map also contains a Unit Indexer, a Dummy unit, and 2 abilities.

Pyroblast is based on the Channel ability and has 3 levels. It's Options are set to Visible, Targeting Image. It's Follow Through Time is set to 4.00 seconds and Disable Other Abilities is set to False. Make sure it's Base Order id is different than any of Kael's other abilities.

Pyroblast Stun (Dummy) is based on War Stomp and has 3 levels. It has no cast requirements (like mana cost) since it's used by a Dummy unit.
This trigger sets everything up and creates the Pyroblast missile.
  • Pyroblast Channel
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Pyroblast
    • Actions
      • -------- ////////////////// --------
      • -------- Configure Missile Settings: --------
      • Set VariableSet Pyro_Base_Height = 225.00
      • Set VariableSet Pyro_Missile_Speed = 20.00
      • Set VariableSet Pyro_Missile_Size_Base = 0.00
      • Set VariableSet Pyro_Missile_Size_Growth = 0.03
      • -------- ////////////////// --------
      • -------- --------
      • Set VariableSet CV = (Custom value of (Triggering unit))
      • Set VariableSet Pyro_Distance[CV] = 0.00
      • Set VariableSet Pyro_Missile_Size[CV] = 0.00
      • Set VariableSet Pyro_Height_Reduction[CV] = 0.00
      • Set VariableSet Pyro_Cast_Point[CV] = (Position of (Triggering unit))
      • Set VariableSet Pyro_Cast_Point[0] = (Target point of ability being cast)
      • Set VariableSet Pyro_Cast_Distance[CV] = (Distance between Pyro_Cast_Point[0] and Pyro_Cast_Point[CV])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Pyro_Cast_Distance[CV] Less than 1.00
        • Then - Actions
          • Set VariableSet Pyro_Cast_Distance[CV] = 1.00
        • Else - Actions
      • Set VariableSet Pyro_Angle[CV] = (Angle from Pyro_Cast_Point[CV] to Pyro_Cast_Point[0])
      • -------- --------
      • -------- ////////////////// --------
      • -------- Modify the Missile Art: --------
      • Special Effect - Create a special effect at Pyro_Cast_Point[CV] using Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
      • Set VariableSet Pyro_Missile[CV] = (Last created special effect)
      • -------- ////////////////// --------
      • -------- --------
      • -------- ////////////////// --------
      • -------- Modify the Extra Art (Doom Stuff): --------
      • Special Effect - Create a special effect at Pyro_Cast_Point[CV] using Abilities\Spells\Other\Doom\DoomTarget.mdl
      • Set VariableSet Pyro_Extra_Art[CV] = (Last created special effect)
      • -------- ////////////////// --------
      • -------- --------
      • Custom script: call RemoveLocation (udg_Pyro_Cast_Point[0])
      • Set VariableSet Pyro_Height = (Pyro_Base_Height + (Position - Z of Pyro_Missile[CV].))
      • Set VariableSet Pyro_Height_Rate[CV] = (Pyro_Base_Height / (Pyro_Cast_Distance[CV] / Pyro_Missile_Speed))
      • Set VariableSet Pyro_Height_Reduction[CV] = Pyro_Base_Height
      • Special Effect - Set Height of Pyro_Missile[CV] to: Pyro_Height
      • Special Effect - Set Scale of Pyro_Missile[CV] to Pyro_Missile_Size_Base
      • Special Effect - Set Yaw of Pyro_Missile[CV] to: (Radians(Pyro_Angle[CV]))
      • Special Effect - Set Height of Pyro_Extra_Art[CV] to: (Pyro_Height - 50.00)
      • Special Effect - Set Scale of Pyro_Extra_Art[CV] to 0.50
      • Unit Group - Add (Triggering unit) to Pyro_Missile_Size_Group
      • -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Pyroblast Grow <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Pyroblast Grow <gen>
        • Else - Actions
This trigger runs when you successfully channel Pyroblast for the full 4 seconds.
  • Pyroblast Finish
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Pyroblast
    • Actions
      • Set VariableSet CV = (Custom value of (Triggering unit))
      • Special Effect - Set Height of Pyro_Extra_Art[CV] to: 5000.00
      • Special Effect - Destroy Pyro_Extra_Art[CV]
      • Unit Group - Remove (Triggering unit) from Pyro_Missile_Size_Group.
      • Unit Group - Add (Triggering unit) to Pyro_Missile_Group
      • -------- --------
      • -------- ////////////////// --------
      • -------- Modify the Extra Art (Doom Stuff): --------
      • Special Effect - Create a special effect at Pyro_Cast_Point[CV] using Abilities\Spells\Other\Doom\DoomDeath.mdl
      • Special Effect - Set Height of (Last created special effect) to: ((Position - Z of Pyro_Missile[CV].) - 50.00)
      • Special Effect - Set Scale of (Last created special effect) to 0.50
      • Special Effect - Destroy (Last created special effect)
      • -------- ////////////////// --------
      • -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Pyroblast Move <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Pyroblast Move <gen>
        • Else - Actions
This trigger runs when you cancel the ability early or get interrupted by a Stun or something.
  • Pyroblast Cancel
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
      • (Ability being cast) Equal to Pyroblast
      • ((Triggering unit) is in Pyro_Missile_Size_Group.) Equal to True
    • Actions
      • Set VariableSet CV = (Custom value of (Triggering unit))
      • Special Effect - Destroy Pyro_Missile[CV]
      • Special Effect - Set Height of Pyro_Extra_Art[CV] to: 5000.00
      • Special Effect - Destroy Pyro_Extra_Art[CV]
      • Unit Group - Remove (Triggering unit) from Pyro_Missile_Size_Group.
This trigger grows the size of the Pyroblast.
  • Pyroblast Grow
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Pyro_Missile_Size_Group and do (Actions)
        • Loop - Actions
          • Set VariableSet CV = (Custom value of (Picked unit))
          • Set VariableSet Pyro_Missile_Size[CV] = (Pyro_Missile_Size[CV] + Pyro_Missile_Size_Growth)
          • Special Effect - Set Scale of Pyro_Missile[CV] to (Pyro_Missile_Size_Base + Pyro_Missile_Size[CV])
This trigger moves the missile and blows it up once it reaches the destination.
  • Pyroblast Move
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Pyro_Missile_Group and do (Actions)
        • Loop - Actions
          • -------- Move Missile --------
          • Set VariableSet CV = (Custom value of (Picked unit))
          • Set VariableSet Pyro_Distance[CV] = (Pyro_Distance[CV] + Pyro_Missile_Speed)
          • Set VariableSet Pyro_Cast_Point[0] = (Pyro_Cast_Point[CV] offset by Pyro_Distance[CV] towards Pyro_Angle[CV] degrees.)
          • Special Effect - Set Position of Pyro_Missile[CV] to Pyro_Cast_Point[0]
          • Custom script: set udg_Pyro_Height = GetLocationZ(udg_Pyro_Cast_Point[0])
          • Set VariableSet Pyro_Height_Reduction[CV] = (Pyro_Height_Reduction[CV] - Pyro_Height_Rate[CV])
          • Special Effect - Set Height of Pyro_Missile[CV] to: (Pyro_Height + Pyro_Height_Reduction[CV])
          • -------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Pyro_Distance[CV] Greater than or equal to Pyro_Cast_Distance[CV]
            • Then - Actions
              • -------- Stun/Damage --------
              • Unit - Create 1 Dummy for (Owner of (Picked unit)) at Pyro_Cast_Point[0] facing Default building facing degrees
              • Unit - Add Pyroblast Stun (Dummy) to (Last created unit)
              • Unit - Set level of Pyroblast Stun (Dummy) for (Last created unit) to (Level of Pyroblast for (Picked unit))
              • Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp.
              • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
              • -------- --------
              • -------- ////////////////// --------
              • -------- Missile Explosion Art: --------
              • Special Effect - Create a special effect at Pyro_Cast_Point[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
              • Special Effect - Destroy (Last created special effect)
              • -------- ////////////////// --------
              • -------- --------
              • Special Effect - Destroy Pyro_Missile[CV]
              • Custom script: call RemoveLocation (udg_Pyro_Cast_Point[udg_CV])
              • Unit Group - Remove (Picked unit) from Pyro_Missile_Group.
              • -------- --------
              • -------- Turn Off --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in Pyro_Missile_Group) Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions
          • -------- --------
          • Custom script: call RemoveLocation (udg_Pyro_Cast_Point[0])

thank you so much my friend:)
 
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