- Joined
- Jul 7, 2005
- Messages
- 10
This is my first time making a Trigger Enhanced ablity and I was making a Ability bsed on StarFall that turned all units or effected or killed by this ability will spawn a Skeleton Warrior.
here's How My ability Initiates (Trigger #1).
Event:
Unit - A unit begins Casting an Ability.
Condition:
Ability being Cast = to "Name of the Ability"
Casting Unit = "Name of the Caster"
Action:
Unit Group - Pick Every Unit within 1000 of Position of Casting Unit and Add Picked Unit to "Unit Group01"
Set "Caster" = Casting Unit
Here's the Effect(Trigger #2):
Event:
-Unit - A unit dies
Condition:
-Dying Unit is in "Unit Group01"
-Dying Unit is within 1000 of Position "Caster" <-(A varaible)
-Dying Unit belongs to the Enemy of the Owner of "Caster".
Action:
-Make Dying Unit explode on Death
-Remove Dying Unit from "Group01"
-Create 1 Skeleton Warrior for Owner of "Caster" at Position of Dying unit faving Default Building Facing Degrees
-Add 30 Seconds to Generic Experation Timer for Last create unit.
If the Caster dies or stops casting (Trigger #3):
Event:
Unit - A Unit finishes casting an ability.
Condition:
Casting Unit equals to "Name of caster"
Ability being Cast Equal to "Name of Ability"
Actions:
Set "Caster" = No Unit
Unit Group - Remove All units from "Group01"
The Ability works perfectly...but I've only tested it with 1 player casting it. My question is, do I need a set of Variables and Triggers for Each Player so they dont share the same Unit group and Caster Variable? if Someone could help it, it would be great.
here's How My ability Initiates (Trigger #1).
Event:
Unit - A unit begins Casting an Ability.
Condition:
Ability being Cast = to "Name of the Ability"
Casting Unit = "Name of the Caster"
Action:
Unit Group - Pick Every Unit within 1000 of Position of Casting Unit and Add Picked Unit to "Unit Group01"
Set "Caster" = Casting Unit
Here's the Effect(Trigger #2):
Event:
-Unit - A unit dies
Condition:
-Dying Unit is in "Unit Group01"
-Dying Unit is within 1000 of Position "Caster" <-(A varaible)
-Dying Unit belongs to the Enemy of the Owner of "Caster".
Action:
-Make Dying Unit explode on Death
-Remove Dying Unit from "Group01"
-Create 1 Skeleton Warrior for Owner of "Caster" at Position of Dying unit faving Default Building Facing Degrees
-Add 30 Seconds to Generic Experation Timer for Last create unit.
If the Caster dies or stops casting (Trigger #3):
Event:
Unit - A Unit finishes casting an ability.
Condition:
Casting Unit equals to "Name of caster"
Ability being Cast Equal to "Name of Ability"
Actions:
Set "Caster" = No Unit
Unit Group - Remove All units from "Group01"
The Ability works perfectly...but I've only tested it with 1 player casting it. My question is, do I need a set of Variables and Triggers for Each Player so they dont share the same Unit group and Caster Variable? if Someone could help it, it would be great.