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[Trigger] Spell not working as it should

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Level 4
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Jul 22, 2010
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63
Look up for the spell ForceWave in the map, I cant understand why it isnt damaging.... thanks in advance
 

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Level 4
Joined
Jul 22, 2010
Messages
63
  • Force Wave
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Force Wave
    • Actions
      • Set FoW_Integers = (FoW_Integers + 1)
      • Set FoW_Distance[FoW_Integers] = 30.00
      • Set FoW_Unit[FoW_Integers] = (Triggering unit)
      • Set FoW_UnitPoint[FoW_Integers] = (Position of FoW_Unit[FoW_Integers])
      • Set FoW_Angle[FoW_Integers] = (180.00 + (Angle from (Target point of ability being cast) to FoW_UnitPoint[FoW_Integers]))
      • Set FoW_TargetPoint[FoW_Integers] = (FoW_UnitPoint[FoW_Integers] offset by 80.00 towards FoW_Angle[FoW_Integers] degrees)
      • Unit - Create 1 Dummy Force Wave for (Owner of FoW_Unit[FoW_Integers]) at FoW_TargetPoint[FoW_Integers] facing FoW_Angle[FoW_Integers] degrees
      • Set FoW_Unit2[FoW_Integers] = (Last created unit)
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in FoW_GroupDmg1[1]) Equal to 0
        • Then - Actions
          • Trigger - Turn on Force Wave Loop <gen>
        • Else - Actions
      • Custom script: call RemoveLocation (udg_FoW_TargetPoint[udg_FoW_Integers])
  • Force Wave Loop
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 0 to FoW_Integers, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (FoW_Unit2[(Integer A)] is alive) Equal to True
            • Then - Actions
              • Set FoW_Distance[(Integer A)] = (30.00 + FoW_Distance[(Integer A)])
              • Set FoW_TargetPoint[(Integer A)] = (FoW_TargetPoint[(Integer A)] offset by FoW_Distance[(Integer A)] towards FoW_Angle[(Integer A)] degrees)
              • Set FoW_GroupDmg1[(Integer A)] = (Units within 50.00 of FoW_TargetPoint[(Integer A)] 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 FoW_Unit[(Integer A)])) Equal to True) and
              • Unit Group - Pick every unit in FoW_GroupDmg1[(Integer A)] and do (Actions)
                • Loop - Actions
                  • Unit - Cause FoW_Unit[(Integer A)] to damage (Picked unit), dealing (2.00 x (Real((Strength of FoW_Unit[(Integer A)] (Include bonuses))))) damage of attack type Hero and damage type Divine
              • Custom script: call RemoveLocation (udg_FoW_TargetPoint[udg_FoW_Integers])
              • Custom script: call DestroyGroup (udg_FoW_GroupDmg1[udg_FoW_Integers])
            • Else - Actions
              • Set FoW_Unit[(Integer A)] = No unit
              • Set FoW_Unit2[(Integer A)] = No unit
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (FoW_Unit2[(Integer A)] is dead) Equal to True
                • Then - Actions
                  • Set FoW_Integers = 0
                  • Trigger - Turn off (This trigger)
                • Else - Actions
 
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