- Joined
- Aug 6, 2009
- Messages
- 697
So I was just testing out my MUI spell that, before, I saw no bugs.
But all of a sudden when I used the spell he went flying off the map.
After that happened, I left and remade to try it again, it worked fine!
What the hell happened?
The spell I used was Chidori when the glitch happened I used chidori nagashi THEN regular Chidori and it glitched.
I tried it in the same way when I remade and it was fine.
But all of a sudden when I used the spell he went flying off the map.
After that happened, I left and remade to try it again, it worked fine!
What the hell happened?
The spell I used was Chidori when the glitch happened I used chidori nagashi THEN regular Chidori and it glitched.
I tried it in the same way when I remade and it was fine.
-
Chidori
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to Chidori
-
-
Actions
-
Set ChidoriVictim = (Target unit of ability being cast)
-
Set ChidoriAngle = (Angle from (Position of (Target unit of ability being cast)) to (Position of (Triggering unit)))
-
Set ChidoriDistance = ((Distance between (Position of (Triggering unit)) and (Target point of ability being cast)) - 1.00)
-
Set ChidoriTime = (Distance between (Position of (Triggering unit)) and (Position of (Target unit of ability being cast)))
-
Hashtable - Save ChidoriAngle as 0 of (Key (Triggering unit)) in ChidoriHash
-
Hashtable - Save ChidoriTime as 2 of (Key (Target unit of ability being cast)) in ChidoriHash
-
Hashtable - Save Handle OfChidoriVictim as 3 of (Key (Triggering unit)) in ChidoriHash
-
Unit Group - Add (Triggering unit) to ChidoriChargeGroup
-
-
-
ChidoriLoop
-
Events
-
Time - Every 0.04 seconds of game time
-
-
Conditions
-
Actions
-
Unit Group - Pick every unit in ChidoriChargeGroup and do (Actions)
-
Loop - Actions
-
Set ChidoriAngle = (Load 0 of (Key (Picked unit)) from ChidoriHash)
-
Set ChidoriTime = (Load 2 of (Key (Picked unit)) from ChidoriHash)
-
Set ChidoriVictim = (Load 3 of (Key (Picked unit)) in ChidoriHash)
-
Special Effect - Create a special effect attached to the left hand of (Picked unit) using Abilities\Spells\Human\StormBolt\StormBoltMissile.mdl
-
Set ChidoriEffects[1] = (Last created special effect)
-
Special Effect - Create a special effect attached to the left hand of (Picked unit) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
-
Set ChidoriEffects[4] = (Last created special effect)
-
Special Effect - Create a special effect attached to the left hand of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
-
Set ChidoriEffects[5] = (Last created special effect)
-
Special Effect - Destroy ChidoriEffects[1]
-
Special Effect - Destroy ChidoriEffects[4]
-
Special Effect - Destroy ChidoriEffects[5]
-
Unit - Turn collision for (Picked unit) Off
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Distance between (Position of (Picked unit)) and (Position of ChidoriVictim)) Greater than 120.00
-
-
Then - Actions
-
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by ChidoriTime towards ChidoriAngle degrees)
-
Hashtable - Save (ChidoriTime - 1.00) as 2 of (Key (Picked unit)) in ChidoriHash
-
-
Else - Actions
-
Special Effect - Create a special effect attached to the chest of ChidoriVictim using Abilities\Weapons\Bolt\BoltImpact.mdl
-
Set ChidoriEffects[2] = (Last created special effect)
-
Special Effect - Create a special effect attached to the origin of ChidoriVictim using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
-
Set ChidoriEffects[3] = (Last created special effect)
-
Special Effect - Create a special effect attached to the origin of ChidoriVictim using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
-
Set ChidoriEffects[6] = (Last created special effect)
-
Special Effect - Destroy ChidoriEffects[2]
-
Special Effect - Destroy ChidoriEffects[3]
-
Special Effect - Destroy ChidoriEffects[6]
-
Unit - Cause (Picked unit) to damage ChidoriVictim, dealing ((Real((Level of Chidori for (Picked unit)))) x 400.00) damage of attack type Chaos and damage type Normal
-
Unit - Turn collision for (Picked unit) On
-
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in ChidoriHash
-
Unit Group - Remove (Picked unit) from ChidoriChargeGroup
-
-
-
-
-
-
-
Nagashi
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to Nagashi
-
-
Actions
-
Set NagashiCaster = (Triggering unit)
-
Custom script: set udg_ID = GetHandleId (udg_NagashiCaster)
-
Set NagashiAngle2 = 0.00
-
Set NagashiPoint = (Position of NagashiCaster)
-
Set NagashiTime = 3.00
-
Set DummyKill = 3.00
-
Set NagashiLoops = 0.00
-
Set NagashiAngle = 0.00
-
Hashtable - Save NagashiAngle as 0 of ID in NagashiHash
-
Hashtable - Save NagashiAngle2 as 1 of ID in NagashiHash
-
Hashtable - Save NagashiTime as 2 of ID in NagashiHash
-
Hashtable - Save Handle OfNagashiCaster as 3 of ID in NagashiHash
-
Hashtable - Save Handle OfNagashiPoint as 4 of ID in NagashiHash
-
Hashtable - Save NagashiLoops as 6 of ID in NagashiHash
-
Hashtable - Save DummyKill as 7 of ID in NagashiHash
-
Unit - Pause NagashiCaster
-
Unit Group - Add NagashiCaster to NagashiDummyGroup
-
-
-
Nagashi Loop
-
Events
-
Time - Every 0.50 seconds of game time
-
-
Conditions
-
Actions
-
Unit Group - Pick every unit in NagashiDummyGroup and do (Actions)
-
Loop - Actions
-
Custom script: set udg_ID = GetHandleId(GetEnumUnit())
-
Set NagashiAngle = (Load 0 of ID from NagashiHash)
-
Set NagashiAngle2 = (Load 1 of ID from NagashiHash)
-
Set NagashiTime = (Load 2 of ID from NagashiHash)
-
Set NagashiCaster = (Load 3 of ID in NagashiHash)
-
Set NagashiPoint = (Load 4 of ID in NagashiHash)
-
Set NagashiPoint2 = (Load 5 of ID in NagashiHash)
-
Set NagashiLoops = (Load 6 of ID from NagashiHash)
-
Set DummyKill = (Load 7 of ID from NagashiHash)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
NagashiTime Greater than 0.00
-
-
Then - Actions
-
For each (Integer A) from 1 to 20, do (Actions)
-
Loop - Actions
-
Set NagashiPoint = (Position of NagashiCaster)
-
Set NagashiPoint2 = (NagashiPoint offset by NagashiLoops towards NagashiAngle degrees)
-
Hashtable - Save Handle OfNagashiPoint2 as 5 of ID in NagashiHash
-
Unit - Create 1 Nagashi Dummy for (Owner of NagashiCaster) at NagashiPoint2 facing Default building facing degrees
-
Unit - Add a DummyKill second Generic expiration timer to (Last created unit)
-
Set NagashiAngle = (NagashiAngle + (360.00 / 20.00))
-
Hashtable - Save NagashiAngle as 0 of ID in NagashiHash
-
Custom script: call RemoveLocation (udg_NagashiPoint)
-
Custom script: call RemoveLocation (udg_NagashiPoint2)
-
-
-
Hashtable - Save (NagashiTime - 0.50) as 2 of ID in NagashiHash
-
Hashtable - Save (NagashiLoops + 100.00) as 6 of ID in NagashiHash
-
Hashtable - Save (DummyKill - 0.50) as 7 of ID in NagashiHash
-
-
Else - Actions
-
Hashtable - Clear all child hashtables of child ID in NagashiHash
-
Unit Group - Pick every unit in DummyRemoveGroup and do (Unit - Remove (Picked unit) from the game)
-
Unit - Unpause NagashiCaster
-
-
-
-
-
-