my spell isent working the dummy units are not created i cant see why not
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CG Cast
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to [C]hilling Ground
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Actions
- Set Caster = (Triggering unit)
- Set AbilityLevel = (Level of [C]hilling Ground for Caster)
- Set TargetLoc = (Target point of ability being cast)
- Set AoeCG = 400
- Set interval = 1
- Set Duration = 5
- Hashtable - Save Handle OfCaster as (Key caster) of (Key (Triggering unit)) in (Last created hashtable)
- Unit Group - Add Caster to CG_Casters
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within (Real(AoeCG)) of TargetLoc matching (((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))) and do (Actions)
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Loop - Actions
- Set PickedUnit = (Picked unit)
- Custom script: set udg_HandleID = GetHandleId(udg_PickedUnit)
- Set PickedLoc = (Position of PickedUnit)
- Hashtable - Save Duration as (Key Duration) of HandleID in HashtableCG
- Hashtable - Save interval as (Key interval) of HandleID in HashtableCG
- Hashtable - Save AbilityLevel as (Key level) of HandleID in HashtableCG
- Special Effect - Create a special effect attached to the origin of PickedUnit using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
- Special Effect - Destroy (Last created special effect)
- Unit Group - Add PickedUnit to UnitGroupCG
- Custom script: call RemoveLocation(udg_PickedLoc)
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Loop - Actions
- Trigger - Turn on CG Loop <gen>
- Custom script: call RemoveLocation(udg_TargetLoc)
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Events
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CG Loop
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Events
- Time - Every 1.00 seconds of game time
- Conditions
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Actions
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Unit Group - Pick every unit in CG_Casters and do (Actions)
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Loop - Actions
- Set Caster = (Load (Key level) of (Key (Picked unit)) in (Last created hashtable))
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Loop - Actions
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Unit Group - Pick every unit in UnitGroupCG and do (Actions)
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Loop - Actions
- Set PickedUnit = (Picked unit)
- Custom script: set udg_HandleID = GetHandleId(udg_PickedUnit)
- Set interval = (Load (Key interval) of HandleID from HashtableCG)
- Set Duration = (Load (Key Duration) of HandleID from HashtableCG)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Duration Greater than 0
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Then - Actions
- Hashtable - Save (Duration - 1) as (Key Duration) of HandleID in HashtableCG
- Hashtable - Save (interval + 1) as (Key interval) of HandleID in HashtableCG
- Set PickedLoc = (Position of PickedUnit)
- Unit - Create 1 dummy for (Owner of Caster) at PickedLoc facing Default building facing degrees
- Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
- Unit - Add chilling ground slow to (Last created unit)
- Unit - Set level of chilling ground slow for (Last created unit) to interval
- Unit - Order (Last created unit) to Human Sorceress - Slow PickedUnit
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Else - Actions
- Set PickedLoc = (Position of PickedUnit)
- Unit - Create 1 dummy for (Owner of Caster) at PickedLoc facing Default building facing degrees
- Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
- Unit - Add chilling ground freeze to (Last created unit)
- Set AbilityLevel = (Load (Key level) of HandleID from HashtableCG)
- Unit - Set level of chilling ground freeze for (Last created unit) to AbilityLevel
- Unit - Order (Last created unit) to Human Mountain King - Storm Bolt PickedUnit
- Hashtable - Clear all child hashtables of child HandleID in HashtableCG
- Unit Group - Remove PickedUnit from UnitGroupCG
- Unit Group - Remove Caster from CG_Casters
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Number of units in UnitGroupCG) Equal to 0
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Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation(udg_PickedLoc)
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If - Conditions
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Loop - Actions
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Unit Group - Pick every unit in CG_Casters and do (Actions)
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Events
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