-
Frozen Start Effect
-

Events
-


Unit - A unit Starts the effect of an ability
-
-

Conditions
-


(Ability being cast) Equal to Frozen Sphere
-
-

Actions
-


Set Frozen_Caster = (Triggering unit)
-


Set Frozen_Position = (Target point of ability being cast)
-


Set Frozen_CasterPosition = (Position of Frozen_Caster)
-


Unit - Create 1 Frozen Sphere for (Owner of Frozen_Caster) at (Position of Frozen_Caster) facing (Facing of Frozen_Caster) degrees
-


Set Frozen_Sphere = (Last created unit)
-


Unit - Add Frozen Slow to Frozen_Sphere
-


Set Frozen_MaxDistance = (Distance between (Position of Frozen_Caster) and Frozen_Position)
-


Set Frozen_SlowGroup = (Units within 0.00 of (Position of Frozen_Caster) matching (((Matching unit) belongs to an enemy of (Owner of Frozen_Caster)) Equal to True))
-


Trigger - Turn on Frozen Loop <gen>
-
-
-
Frozen Loop
-

Events
-


Time - Every 0.03 seconds of game time
-
-

Conditions
-

Actions
-


Set Frozen_Distance = (Distance between (Position of Frozen_Sphere) and Frozen_CasterPosition)
-


Set Frozen_Move = ((Position of Frozen_Sphere) offset by 20.00 towards (Angle from (Position of Frozen_Sphere) to Frozen_Position) degrees)
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




Frozen_Distance Less than Frozen_MaxDistance
-
-



Then - Actions
-




Set Frozen_NonDamagedGroup = (Units within 150.00 of (Position of Frozen_Sphere) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is in Frozen_SlowGroup) Equal to False) and (((Matching unit) belongs to an
-




Unit Group - Pick every unit in Frozen_NonDamagedGroup and do (Actions)
-





Loop - Actions
-






Unit Group - Add (Picked unit) to Frozen_SlowGroup
-






Unit - Cause Frozen_Caster to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal
-






Unit - Order Frozen_Sphere to Human Sorceress - Slow (Picked unit)
-
-
-




Unit - Move Frozen_Sphere instantly to Frozen_Move
-




Custom script: call RemoveLocation(udg_Frozen_Move)
-




Custom script: call DestroyGroup(udg_Frozen_NonDamagedGroup)
-
-



Else - Actions
-




For each (Integer A) from 1 to 36, do (Actions)
-





Loop - Actions
-






Set Frozen_Effect1 = ((Position of Frozen_Sphere) offset by 75.00 towards (10.00 x (Real((Integer A)))) degrees)
-






Set Frozen_Effect2 = ((Position of Frozen_Sphere) offset by 150.00 towards (10.00 x (Real((Integer A)))) degrees)
-






Unit - Create 1 Frozen Sphere for Player 1 (Red) at Frozen_Effect1 facing Default building facing degrees
-






Unit - Add a 0.01 second Generic expiration timer to (Last created unit)
-






Unit - Create 1 Frozen Sphere for Player 1 (Red) at Frozen_Effect2 facing Default building facing degrees
-






Unit - Add a 0.01 second Generic expiration timer to (Last created unit)
-
-
-




Unit - Add a 0.01 second Generic expiration timer to Frozen_Sphere
-




Custom script: call RemoveLocation(udg_Frozen_Effect1)
-




Custom script: call RemoveLocation(udg_Frozen_Effect2)
-




Custom script: call RemoveLocation(udg_Frozen_Position)
-




Custom script: call RemoveLocation(udg_Frozen_CasterPosition)
-




Custom script: call DestroyGroup(udg_Frozen_SlowGroup)
-




Trigger - Turn off (This trigger)
-
-
-
-
So i think(pretty sure) that the Frozen_SlowGroups leaks but i dont know how to make it works...After 2 cast it lags like hell , anyone help =D
SO THIS IS SOLVED , THX Spinnaker
Last edited:





