- Joined
- Jan 13, 2008
- Messages
- 559
Hello, I implemented this approved spell into my map: http://www.hiveworkshop.com/forums/...a-234171/?prev=search=fire%20fury&d=list&r=20
But for some reason after casting it on multiple enemies (i often need only 2-3 tries) the game crashes.
Here are the 2 trigger:
But for some reason after casting it on multiple enemies (i often need only 2-3 tries) the game crashes.
Here are the 2 trigger:
-
Fire Fury Cast
-
Events
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Unit - A unit Starts the effect of an ability
-
-
Conditions
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(Ability being cast) Equal to Fire Fury
-
-
Actions
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-------- --------------------------------------------------------------------- --------
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-------- PART ONE - Casting Initialization & Level Settings --------
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-------- --------------------------------------------------------------------- --------
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-------- XX Sets temporary locs XX --------
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Set FF_TempPoint1 = (Position of (Triggering unit))
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Set FF_TempPoint2 = (Target point of ability being cast)
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-------- << Sets minimal distance (default : 0.00 (= none)) >> --------
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-------- It is recommended to set it as the same as the AoE effect (default = 200.00) to prevent any abuse --------
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Set FF_MinimalDistance = 0.00
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-------- XX Checks for minimal distance XX --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Distance between FF_TempPoint1 and FF_TempPoint2) Less than FF_MinimalDistance
-
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Then - Actions
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-------- XX Sets the sound & message error player XX --------
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Custom script: if GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit()) then
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-------- << Sets the error sound played >> --------
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Sound - Play No sound
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-------- << Sets the error message displayed >> --------
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Game - Display to (All players) the text: <Empty String>
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-------- XX Removes the player error condition XX --------
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Custom script: endif
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-------- XX Stops the caster XX --------
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Unit - Order (Triggering unit) to Stop
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-------- XX Skips remaining actions and cancels the spell XX --------
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Skip remaining actions
-
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Else - Actions
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-------- XX Removes loc leaks XX --------
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Custom script: call RemoveLocation(udg_FF_TempPoint1)
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Custom script: call RemoveLocation(udg_FF_TempPoint2)
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-------- XX Adds one more spell XX --------
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Set FF_Integer1 = (FF_Integer1 + 1)
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-------- XX Sets the Caster XX --------
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Set FF_Caster[FF_Integer1] = (Triggering unit)
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-------- << Sets the distance between the Caster and the fireballs spawning location >> --------
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Set FF_DistanceCast = 60.00
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-------- Level Settings --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of (Ability being cast) for FF_Caster[FF_Integer1]) Equal to 1
-
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Then - Actions
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-------- << Sets the damages once a fireball hits a single target >> --------
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Set FF_SingleDamages[FF_Integer1] = (player_spelldamage[((Player number of (Owner of (Triggering unit))) - 1)] / 2.00)
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-------- << Sets the damages when the fireballs collide with each other (AoE) >> --------
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Set FF_AoEDamages[FF_Integer1] = (player_spelldamage[((Player number of (Owner of (Triggering unit))) - 1)] x 0.70)
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-------- << Sets the size of the final AoE effect if the fireballs collide with each other >> --------
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Set FF_FinalAoE[FF_Integer1] = 200.00
-
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Else - Actions
-
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-------- --------------------------------------------------------------------- --------
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-------- PART TWO : Dummy Unit setup --------
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-------- --------------------------------------------------------------------- --------
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-------- XX Sets temporary locs XX --------
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Set FF_TempPoint1 = (Position of FF_Caster[FF_Integer1])
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Set FF_TempPoint2 = (Target point of ability being cast)
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-------- XX Sets the angle between the Caster and the targeted area XX --------
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Set FF_Angle[FF_Integer1] = (Angle from FF_TempPoint1 to FF_TempPoint2)
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-------- XX Sets temporary loc XX --------
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Set FF_TempPoint3 = (FF_TempPoint1 offset by FF_DistanceCast towards FF_Angle[FF_Integer1] degrees)
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-------- [[ Creates and sets the dummy which will move in a straight line ]] --------
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Unit - Create 1 Dummy Line Unit for (Owner of FF_Caster[FF_Integer1]) at FF_TempPoint3 facing Default building facing degrees
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Set FF_DummyUnit[FF_Integer1] = (Last created unit)
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-------- XX Removes loc leaks XX --------
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Custom script: call RemoveLocation(udg_FF_TempPoint1)
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Custom script: call RemoveLocation(udg_FF_TempPoint2)
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Custom script: call RemoveLocation(udg_FF_TempPoint3)
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-------- --------------------------------------------------------------------- --------
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-------- PART THREE : Fireballs setup --------
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-------- --------------------------------------------------------------------- --------
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-------- << Sets the starting distance between the two fireballs (actually, between the dummy and the fireball itself, so (Distance between fireballs/2)) >> --------
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Set FF_FireBallDistanceInit = 50.00
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-------- XX Sets temporary locs XX --------
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Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer1])
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Set FF_TempPoint2 = (FF_TempPoint1 offset by FF_FireBallDistanceInit towards (FF_Angle[FF_Integer1] + 90.00) degrees)
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Set FF_TempPoint3 = (FF_TempPoint1 offset by FF_FireBallDistanceInit towards (FF_Angle[FF_Integer1] - 90.00) degrees)
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-------- [[ Spawns and sets fireballs ]] --------
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Unit - Create 1 Fireball for (Owner of FF_Caster[FF_Integer1]) at FF_TempPoint2 facing FF_Angle[FF_Integer1] degrees
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Set FF_FireBall1[FF_Integer1] = (Last created unit)
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Unit - Create 1 Fireball for (Owner of FF_Caster[FF_Integer1]) at FF_TempPoint3 facing FF_Angle[FF_Integer1] degrees
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Set FF_FireBall2[FF_Integer1] = (Last created unit)
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-------- XX Removes loc leaks XX --------
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Custom script: call RemoveLocation(udg_FF_TempPoint1)
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Custom script: call RemoveLocation(udg_FF_TempPoint2)
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Custom script: call RemoveLocation(udg_FF_TempPoint3)
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-------- --------------------------------------------------------------------- --------
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-------- PART FOUR : Data & Visual Settings --------
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-------- --------------------------------------------------------------------- --------
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-------- XX Sets temporary locs XX --------
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Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer1])
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Set FF_TempPoint2 = (Target point of ability being cast)
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-------- XX Sets the distance between the caster and the targeted area XX --------
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Set FF_FullDistance[FF_Integer1] = (Distance between FF_TempPoint1 and FF_TempPoint2)
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-------- << Sets if allowed to keep moving even if hitting a single target >> --------
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Set FF_AllowedToKeepMoving[FF_Integer1] = True
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-------- << Sets the fireballs AoE size >> --------
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Set FF_FireBallAoE[FF_Integer1] = 75.00
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-------- << Sets if the fireballs will hit (deals damages to) buildings, go through, or disappear once they hit one >> --------
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Set FF_HitBuildings[FF_Integer1] = False
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Set FF_GoThroughBuildings[FF_Integer1] = False
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-------- << Sets if the final explosion will hit buildings >> --------
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Set FF_BuildingAoE[FF_Integer1] = False
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-------- << Sets if the fireballs will destroy trees, go through, or disappear once they hit one >> --------
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Set FF_KillTrees[FF_Integer1] = True
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Set FF_GoThroughTrees[FF_Integer1] = False
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-------- << Sets if the final explosion will destroy trees >> --------
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Set FF_KillTreesAoE[FF_Integer1] = False
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-------- << Sets if allowed to go through water >> --------
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Set FF_AllowWater[FF_Integer3] = False
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-------- << Sets if allowed to fly over cliffs & doodads >> --------
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Set FF_AllowCliffs[FF_Integer1] = False
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-------- << Sets the fireballs height >> --------
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Animation - Change FF_FireBall1[FF_Integer1] flying height to 60.00 at 0.00
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Animation - Change FF_FireBall2[FF_Integer1] flying height to 60.00 at 0.00
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-------- << Sets the special effect if a fireball hits an ennemy >> --------
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Set FF_SingleUnitEffect[FF_Integer1] = Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
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-------- << Sets the explosion effect if the fireballs collide >> --------
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Set FF_ExplosionEffect[FF_Integer1] = Abilities\Spells\Other\Doom\DoomDeath.mdl
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-------- << Sets the fireballs speed >> --------
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Set FF_FireBallSpeed[FF_Integer1] = 15.00
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-------- XX Sets the additionnal distance for the fireballs in the arc effect XX --------
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Set FF_FireBallAdditionnalDistance[FF_Integer1] = FF_FireBallDistanceInit
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-------- << Sets the arc of the fireballs >> --------
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Set FF_FireBallArc[FF_Integer1] = 0.15
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-------- XX Sets the arc settings for the fireballs XX --------
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Set FF_FireBallArcSettings[FF_Integer1] = (FF_FullDistance[FF_Integer1] x FF_FireBallArc[FF_Integer1])
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-------- XX Resets distance reached XX --------
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Set FF_DistanceReached[FF_Integer1] = 0.00
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-------- XX Resets real timer for arc effect XX --------
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Set FF_RealTimer[FF_Integer1] = 0.00
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-------- XX Marks as undone XX --------
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Set FF_Done[FF_Integer1] = False
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-------- XX Removes loc leaks XX --------
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Custom script: call RemoveLocation(udg_FF_TempPoint1)
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Custom script: call RemoveLocation(udg_FF_TempPoint2)
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-------- XX Setup ending : checks if the loop trigger is already running XX --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_Integer2 Equal to 0
-
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Then - Actions
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Trigger - Turn on Fire Fury Loop <gen>
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Else - Actions
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Set FF_Integer2 = (FF_Integer2 + 1)
-
-
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer FF_Integer3) from 1 to FF_Integer1, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_Done[FF_Integer3] Equal to False
-
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_DistanceReached[FF_Integer3] Less than FF_FullDistance[FF_Integer3]
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Then - Actions
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Set FF_DistanceReached[FF_Integer3] = (FF_DistanceReached[FF_Integer3] + FF_FireBallSpeed[FF_Integer3])
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Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer3])
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Set FF_TempPoint2 = (FF_TempPoint1 offset by FF_FireBallSpeed[FF_Integer3] towards FF_Angle[FF_Integer3] degrees)
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Unit - Move FF_DummyUnit[FF_Integer3] instantly to FF_TempPoint2
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Custom script: call RemoveLocation(udg_FF_TempPoint1)
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Custom script: call RemoveLocation(udg_FF_TempPoint2)
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Set FF_RealTimer[FF_Integer3] = (FF_RealTimer[FF_Integer3] + (180.00 / (FF_FullDistance[FF_Integer3] / FF_FireBallSpeed[FF_Integer3])))
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Set FF_FireBallDistance[FF_Integer3] = ((Sin(FF_RealTimer[FF_Integer3])) x FF_FireBallArcSettings[FF_Integer3])
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Set FF_FireBallTempAdd[FF_Integer3] = ((FF_FullDistance[FF_Integer3] - FF_DistanceReached[FF_Integer3]) x (FF_FireBallAdditionnalDistance[FF_Integer3] / 666.00))
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Set FF_FireBallDistance[FF_Integer3] = (FF_FireBallDistance[FF_Integer3] + FF_FireBallTempAdd[FF_Integer3])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(FF_FireBall1[FF_Integer3] is alive) Equal to True
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Then - Actions
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Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer3])
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Set FF_TempPoint2 = (FF_TempPoint1 offset by FF_FireBallDistance[FF_Integer3] towards (FF_Angle[FF_Integer3] + 90.00) degrees)
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Set FF_TempPoint3 = (Position of FF_FireBall1[FF_Integer3])
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Unit - Move FF_FireBall1[FF_Integer3] instantly to FF_TempPoint2, facing (Angle from FF_TempPoint3 to FF_TempPoint1) degrees
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Set FF_TempGroup = (Units within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 matching ((((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and ((((Matching unit) belongs to an enemy of (Owner of FF_Caster[FF_Integer3])) Equal to
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Unit Group - Pick every unit in FF_TempGroup and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(FF_FireBall1[FF_Integer3] is alive) Equal to True
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((Picked unit) is in FF_GroupFireBall1[FF_Integer3]) Equal to False
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Then - Actions
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Unit Group - Add (Picked unit) to FF_GroupFireBall1[FF_Integer3]
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Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_SingleDamages[FF_Integer3] damage of attack type Spells and damage type Fire
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Special Effect - Create a special effect attached to the chest of (Picked unit) using FF_SingleUnitEffect[FF_Integer3]
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Special Effect - Destroy (Last created special effect)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_AllowedToKeepMoving[FF_Integer3] Equal to False
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Then - Actions
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Unit - Remove FF_FireBall1[FF_Integer3] from the game
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Unit Group - Remove all units from FF_GroupFireBall1[FF_Integer3]
-
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Else - Actions
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-
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Else - Actions
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-
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Custom script: call DestroyGroup(udg_FF_TempGroup)
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Destructible - Pick every destructible within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_KillTrees[FF_Integer3] Equal to True
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Then - Actions
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Destructible - Kill (Picked destructible)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_GoThroughTrees[FF_Integer3] Equal to False
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Then - Actions
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Unit - Kill FF_FireBall1[FF_Integer3]
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Else - Actions
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Else - Actions
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-
-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Terrain pathing at FF_TempPoint3 of type Amphibious Pathing is off) Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_AllowWater[FF_Integer3] Equal to False
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Then - Actions
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Unit - Kill FF_FireBall1[FF_Integer3]
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Else - Actions
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-
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Terrain pathing at FF_TempPoint3 of type Walkability is off) Equal to True
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FF_AllowCliffs[FF_Integer3] Equal to False
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Then - Actions
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Unit - Kill FF_FireBall1[FF_Integer3]
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Else - Actions
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Set FF_TempGroup = (Units within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)))
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Unit Group - Pick every unit in FF_TempGroup and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(FF_FireBall1[FF_Integer3] is alive) Equal to True
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FF_HitBuildings[FF_Integer3] Equal to True
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Then - Actions
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Unit Group - Add (Picked unit) to FF_GroupFireBall1[FF_Integer3]
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Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_SingleDamages[FF_Integer3] damage of attack type Spells and damage type Fire
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Special Effect - Create a special effect at FF_TempPoint3 using FF_SingleUnitEffect[FF_Integer3]
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Special Effect - Destroy (Last created special effect)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_GoThroughBuildings[FF_Integer3] Equal to False
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Then - Actions
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Unit - Remove FF_FireBall1[FF_Integer3] from the game
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Unit Group - Remove all units from FF_GroupFireBall1[FF_Integer3]
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Else - Actions
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-
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_GoThroughBuildings[FF_Integer3] Equal to False
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Then - Actions
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Special Effect - Create a special effect at FF_TempPoint3 using FF_SingleUnitEffect[FF_Integer3]
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Special Effect - Destroy (Last created special effect)
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Unit - Remove FF_FireBall1[FF_Integer3] from the game
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Unit Group - Remove all units from FF_GroupFireBall1[FF_Integer3]
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Else - Actions
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-
-
-
-
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Custom script: call DestroyGroup(udg_FF_TempGroup)
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Custom script: call RemoveLocation(udg_FF_TempPoint1)
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Custom script: call RemoveLocation(udg_FF_TempPoint2)
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Custom script: call RemoveLocation(udg_FF_TempPoint3)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(FF_FireBall2[FF_Integer3] is alive) Equal to True
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Then - Actions
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Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer3])
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Set FF_TempPoint2 = (FF_TempPoint1 offset by FF_FireBallDistance[FF_Integer3] towards (FF_Angle[FF_Integer3] - 90.00) degrees)
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Set FF_TempPoint3 = (Position of FF_FireBall2[FF_Integer3])
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Unit - Move FF_FireBall2[FF_Integer3] instantly to FF_TempPoint2, facing (Angle from FF_TempPoint3 to FF_TempPoint1) degrees
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Set FF_TempGroup = (Units within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 matching ((((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and ((((Matching unit) belongs to an enemy of (Owner of FF_Caster[FF_Integer3])) Equal to
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Unit Group - Pick every unit in FF_TempGroup and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(FF_FireBall2[FF_Integer3] is alive) Equal to True
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((Picked unit) is in FF_GroupFireBall2[FF_Integer3]) Equal to False
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Then - Actions
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Unit Group - Add (Picked unit) to FF_GroupFireBall2[FF_Integer3]
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Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_SingleDamages[FF_Integer3] damage of attack type Spells and damage type Fire
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Special Effect - Create a special effect attached to the chest of (Picked unit) using FF_SingleUnitEffect[FF_Integer3]
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Special Effect - Destroy (Last created special effect)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_AllowedToKeepMoving[FF_Integer3] Equal to False
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Then - Actions
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Unit - Remove FF_FireBall2[FF_Integer3] from the game
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Unit Group - Remove all units from FF_GroupFireBall2[FF_Integer3]
-
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Else - Actions
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-
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Else - Actions
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-
-
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Custom script: call DestroyGroup(udg_FF_TempGroup)
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Destructible - Pick every destructible within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_KillTrees[FF_Integer3] Equal to True
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Then - Actions
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Destructible - Kill (Picked destructible)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_GoThroughTrees[FF_Integer3] Equal to False
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Then - Actions
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Unit - Kill FF_FireBall2[FF_Integer3]
-
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Else - Actions
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-
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Else - Actions
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-
-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Terrain pathing at FF_TempPoint3 of type Amphibious Pathing is off) Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_AllowWater[FF_Integer3] Equal to False
-
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Then - Actions
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Unit - Kill FF_FireBall2[FF_Integer3]
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Else - Actions
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-
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Terrain pathing at FF_TempPoint3 of type Walkability is off) Equal to True
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FF_AllowCliffs[FF_Integer3] Equal to False
-
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Then - Actions
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Unit - Kill FF_FireBall2[FF_Integer3]
-
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Else - Actions
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-
-
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Set FF_TempGroup = (Units within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)))
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Unit Group - Pick every unit in FF_TempGroup and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(FF_FireBall2[FF_Integer3] is alive) Equal to True
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FF_HitBuildings[FF_Integer3] Equal to True
-
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Then - Actions
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Unit Group - Add (Picked unit) to FF_GroupFireBall2[FF_Integer3]
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Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_SingleDamages[FF_Integer3] damage of attack type Spells and damage type Fire
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Special Effect - Create a special effect at FF_TempPoint3 using FF_SingleUnitEffect[FF_Integer3]
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Special Effect - Destroy (Last created special effect)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_GoThroughBuildings[FF_Integer3] Equal to False
-
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Then - Actions
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Unit - Remove FF_FireBall2[FF_Integer3] from the game
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Unit Group - Remove all units from FF_GroupFireBall2[FF_Integer3]
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Else - Actions
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-
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_GoThroughBuildings[FF_Integer3] Equal to False
-
-
Then - Actions
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Special Effect - Create a special effect at FF_TempPoint3 using FF_SingleUnitEffect[FF_Integer3]
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Special Effect - Destroy (Last created special effect)
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Unit - Remove FF_FireBall2[FF_Integer3] from the game
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Unit Group - Remove all units from FF_GroupFireBall2[FF_Integer3]
-
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Else - Actions
-
-
-
-
-
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Custom script: call DestroyGroup(udg_FF_TempGroup)
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Custom script: call RemoveLocation(udg_FF_TempPoint1)
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Custom script: call RemoveLocation(udg_FF_TempPoint2)
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Custom script: call RemoveLocation(udg_FF_TempPoint3)
-
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Else - Actions
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-
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(FF_FireBall1[FF_Integer3] is alive) Equal to True
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(FF_FireBall2[FF_Integer3] is alive) Equal to True
-
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Then - Actions
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Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer3])
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Special Effect - Create a special effect at FF_TempPoint1 using FF_ExplosionEffect[FF_Integer3]
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Special Effect - Destroy (Last created special effect)
-
Set FF_TempGroup = (Units within FF_FinalAoE[FF_Integer3] of FF_TempPoint1 matching (((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is alive) Equal to True)) and ((((Matching unit) belongs to an enemy of (Owner of FF_Caster[FF_Integer3])) Equal to Tr
-
Unit Group - Pick every unit in FF_TempGroup and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked unit) is A structure) Equal to True
-
-
Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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FF_BuildingAoE[FF_Integer3] Equal to True
-
-
Then - Actions
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Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_AoEDamages[FF_Integer3] damage of attack type Spells and damage type Fire
-
-
Else - Actions
-
-
-
Else - Actions
-
Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_AoEDamages[FF_Integer3] damage of attack type Spells and damage type Fire
-
-
-
-
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Custom script: call RemoveLocation(udg_FF_TempPoint1)
-
Unit - Remove FF_FireBall1[FF_Integer3] from the game
-
Unit - Remove FF_FireBall2[FF_Integer3] from the game
-
-
Else - Actions
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Unit - Kill FF_FireBall1[FF_Integer3]
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Unit - Kill FF_FireBall2[FF_Integer3]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_KillTreesAoE[FF_Integer3] Equal to True
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Then - Actions
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Destructible - Pick every destructible within FF_FinalAoE[FF_Integer3] of FF_TempPoint1 and do (Destructible - Kill (Picked destructible))
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Else - Actions
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Unit Group - Remove all units from FF_GroupFireBall1[FF_Integer3]
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Unit Group - Remove all units from FF_GroupFireBall2[FF_Integer3]
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Unit - Remove FF_DummyUnit[FF_Integer3] from the game
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Set FF_Done[FF_Integer3] = True
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Set FF_Integer2 = (FF_Integer2 - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FF_Integer2 Equal to 0
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Then - Actions
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Set FF_Integer1 = 0
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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