- Joined
- Mar 29, 2012
- Messages
- 542
hyy...guys....need help...!!?
If you want to help, i think you should read this
Ok... now... here is my spell trigger
And here is my problems :
The missile don't move
I don't know more
Help me please...!!
I promise !
If you want to help, i think you should read this
Ok... now... here is my spell trigger
[trigger=]Cluster Rockets
Events
Map initialization
Conditions
Actions
-------- CONFIGURABLE --------
Set CR_Ability = Cluster Rockets
Set CR_Interval = 0.03
-------- Unit is an ally --------
Set CR_Condition[1] = False
-------- Unit is a structure --------
Set CR_Condition[2] = True
-------- Unit is a ground unit --------
Set CR_Condition[3] = True
-------- Unit is a flying unit --------
Set CR_Condition[4] = False
-------- Unit is magic immune --------
Set CR_Condition[5] = False
-------- Rockets movement speed --------
Set CR_MoveSpeed[1] = 30.00
Set CR_MoveSpeed[2] = 30.00
Set CR_MoveSpeed[3] = 30.00
-------- Damage cause by a rocket --------
Set CR_Damage[1] = 40.00
Set CR_Damage[2] = 50.00
Set CR_Damage[3] = 60.00
-------- Damage range --------
Set CR_DamageRange[1] = 150.00
Set CR_DamageRange[2] = 150.00
Set CR_DamageRange[3] = 150.00
-------- Rocket collision size --------
Set CR_RocketCollision[1] = 75.00
Set CR_RocketCollision[2] = 75.00
Set CR_RocketCollision[3] = 75.00
-------- Number of rockets after splitted --------
Set CR_SplittedRockets[1] = 3
Set CR_SplittedRockets[2] = 4
Set CR_SplittedRockets[3] = 5
-------- Rocket distance to be splitted (between rocket position and targeted point) --------
Set CR_SplitDistance = 500.00
-------- Rockets model --------
Set CR_RocketModel = Abilities\Weapons\CannonTowerMissile\CannonTowerMissile.mdl
-------- Primary rocket explosion effect --------
Set CR_Effect[1] = Abilities\Weapons\SteamTank\SteamTankImpact.mdl
-------- Secondary rocket explosion effect --------
Set CR_Effect[2] = Abilities\Weapons\SteamTank\SteamTankImpact.mdl
-------- Primary rocket size (%) --------
Set CR_RocketSize = 150.00
-------- Secondary rockets size (%) --------
Set CR_RocketsSize = 100.00
-------- Rockets starting fly height --------
Set CR_RocketStartHeight = 50.00
-------- Damage attack-type --------
Set CR_AttackType = Siege
-------- Damage damage-type --------
Set CR_DamageType = Demolition
-------- Primary rocket dummy unit-type --------
Set CR_RocketType[1] = Dummy
-------- Secondary rocket dummy unit-type --------
Set CR_RocketType[2] = Dummy
-------- Initialize --------
Custom script: call ExecuteFunc("InitTrig_CR_Triggers")
Custom script: endfunction
-------- =========================================================================== --------
Custom script: function CR_Cast_Conditions takes nothing returns boolean
Custom script: if (GetSpellAbilityId() == udg_CR_Ability) then
Custom script: return true
Custom script: endif
Custom script: endfunction
Custom script: function CR_Cast_Actions takes nothing returns nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CR_IndexSize Equal to 0
Then - Actions
Trigger - Turn on CR_Loop
Else - Actions
Set CR_IndexSize = (CR_IndexSize + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CR_IndexSize Greater than CR_MaxIndex
Then - Actions
Set CR_Index[CR_IndexSize] = CR_IndexSize
Set CR_MaxIndex = CR_IndexSize
Else - Actions
Set CR_CurrentIndex = CR_Index[CR_IndexSize]
Set CR_Caster[CR_CurrentIndex] = (Triggering unit)
Set CR_Owner[CR_CurrentIndex] = (Triggering player)
Set TempLoc = (Position of CR_Caster[CR_CurrentIndex])
Set TempLoc2 = (Target point of ability being cast)
Set CR_TargetLoc[CR_CurrentIndex] = TempLoc2
Set CR_Distance[CR_CurrentIndex] = (Distance between TempLoc and TempLoc2)
Set CR_Angle[CR_CurrentIndex] = (Angle from TempLoc to TempLoc2)
Set CR_Level = (Level of (Ability being cast) for CR_Caster[CR_CurrentIndex])
Set CR_MoveSpeed[CR_CurrentIndex] = CR_MoveSpeed[CR_Level]
Set CR_Damage[CR_CurrentIndex] = CR_Damage[CR_Level]
Set CR_DamageRange[CR_CurrentIndex] = CR_DamageRange[CR_Level]
Set CR_RocketCollision[CR_CurrentIndex] = CR_RocketCollision[CR_Level]
Set CR_SplittedRockets[CR_CurrentIndex] = CR_SplittedRockets[CR_Level]
Set CR_Splitted[CR_CurrentIndex] = False
Custom script: set udg_CR_RocketsGroup[udg_CR_CurrentIndex] = CreateGroup()
Unit - Create 1 CR_RocketType[1] for CR_Owner[CR_CurrentIndex] at TempLoc facing CR_Angle[CR_CurrentIndex] degrees
Set CR_Rocket[CR_CurrentIndex] = (Last created unit)
Custom script: if UnitAddAbility(udg_CR_Rocket[udg_CR_CurrentIndex], 'Arav') and UnitRemoveAbility(udg_CR_Rocket[udg_CR_CurrentIndex], 'Arav') then
Custom script: endif
Animation - Change CR_Rocket[CR_CurrentIndex] flying height to CR_RocketStartHeight at 0.00
Special Effect - Create a special effect attached to the chest of CR_Rocket[CR_CurrentIndex] using CR_RocketModel
Animation - Change CR_Rocket[CR_CurrentIndex]'s size to (CR_RocketSize%, CR_RocketSize%, CR_RocketSize%) of its original size
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: call RemoveLocation(udg_TempLoc2)
Custom script: endfunction
-------- =========================================================================== --------
Custom script: function CR_Loop_Actions takes nothing returns nothing
For each (Integer CR_LoopInt) from 1 to CR_IndexSize, do (Actions)
Loop - Actions
Set CR_CurrentIndex = CR_Index[CR_LoopInt]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CR_Splitted[CR_CurrentIndex] Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(CR_RocketsGroup[CR_CurrentIndex] is empty) Equal to True
Then - Actions
Custom script: call RemoveLocation(udg_CR_TargetLoc[udg_CR_CurrentIndex])
Custom script: call DestroyGroup(udg_CR_RocketsGroup[udg_CR_CurrentIndex])
Set CR_Index[CR_LoopInt] = CR_Index[CR_IndexSize]
Set CR_Index[CR_IndexSize] = CR_CurrentIndex
Set CR_IndexSize = (CR_IndexSize - 1)
Set CR_LoopInt = (CR_LoopInt - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CR_IndexSize Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Skip remaining actions
Else - Actions
Else - Actions
Unit Group - Pick every unit in CR_RocketsGroup[CR_CurrentIndex] and do (Actions)
Loop - Actions
Set CR_Angle2 = (Facing of (Picked unit))
Set TempLoc = (Position of (Picked unit))
Set TempLoc2 = (TempLoc offset by CR_MoveSpeed[CR_CurrentIndex] towards CR_Angle2 degrees)
Custom script: call SetUnitX(GetEnumUnit(), GetLocationX(udg_TempLoc2))
Custom script: call SetUnitY(GetEnumUnit(), GetLocationY(udg_TempLoc2))
Unit - Make (Picked unit) face CR_TargetLoc[CR_CurrentIndex] over 0.00 seconds
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Random 1 units from (Units within CR_RocketCollision[CR_CurrentIndex] of TempLoc2 matching ((((Matching unit) belongs to an ally of CR_Owner[CR_CurrentIndex]) Equal to CR_Condition[1]) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is and do (Actions)
Loop - Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within CR_DamageRange[CR_CurrentIndex] of TempLoc2 matching ((((Matching unit) belongs to an ally of CR_Owner[CR_CurrentIndex]) Equal to CR_Condition[1]) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A structure) Equal to CR and do (Actions)
Loop - Actions
Unit - Cause CR_Caster[CR_CurrentIndex] to damage (Picked unit), dealing CR_Damage[CR_CurrentIndex] damage of attack type CR_AttackType and damage type CR_DamageType
Custom script: call DestroyEffect(AddSpecialEffectLoc(udg_CR_Effect[2], udg_TempLoc2))
Unit - Kill (Picked unit)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 150.00 of CR_TargetLoc[CR_CurrentIndex] matching (((Matching unit) is in CR_RocketsGroup[CR_CurrentIndex]) Equal to True)) and do (Actions)
Loop - Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within CR_DamageRange[CR_CurrentIndex] of TempLoc2 matching ((((Matching unit) belongs to an ally of CR_Owner[CR_CurrentIndex]) Equal to CR_Condition[1]) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A structure) Equal to CR and do (Actions)
Loop - Actions
Unit - Cause CR_Caster[CR_CurrentIndex] to damage (Picked unit), dealing CR_Damage[CR_CurrentIndex] damage of attack type CR_AttackType and damage type CR_DamageType
Custom script: call DestroyEffect(AddSpecialEffectLoc(udg_CR_Effect[2], udg_TempLoc2))
Unit - Kill (Picked unit)
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: call RemoveLocation(udg_TempLoc2)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CR_Distance[CR_CurrentIndex] Greater than CR_SplitDistance
Then - Actions
Set TempLoc = (Position of CR_Rocket[CR_CurrentIndex])
Set TempLoc2 = (TempLoc offset by CR_MoveSpeed[CR_CurrentIndex] towards CR_Angle[CR_CurrentIndex] degrees)
Custom script: call SetUnitX(udg_CR_Rocket[udg_CR_CurrentIndex], GetLocationX(udg_TempLoc2))
Custom script: call SetUnitY(udg_CR_Rocket[udg_CR_CurrentIndex], GetLocationY(udg_TempLoc2))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Random 1 units from (Units within CR_RocketCollision[CR_CurrentIndex] of TempLoc2 matching ((((Matching unit) belongs to an ally of CR_Owner[CR_CurrentIndex]) Equal to CR_Condition[1]) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is and do (Actions)
Loop - Actions
Set CR_Splitted[CR_CurrentIndex] = True
Set CR_Distance[CR_CurrentIndex] = (CR_Distance[CR_CurrentIndex] - CR_MoveSpeed[CR_CurrentIndex])
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: call RemoveLocation(udg_TempLoc2)
Else - Actions
Set TempLoc = (Position of CR_Rocket[CR_CurrentIndex])
For each (Integer CR_LoopInt2) from 1 to CR_SplittedRockets[CR_CurrentIndex], do (Actions)
Loop - Actions
Set CR_Angle[CR_CurrentIndex] = (CR_Angle[CR_CurrentIndex] + (360.00 / (Real(CR_SplittedRockets[CR_CurrentIndex]))))
Unit - Create 1 CR_RocketType[2] for CR_Owner[CR_CurrentIndex] at TempLoc facing CR_Angle[CR_CurrentIndex] degrees
Unit Group - Add (Last created unit) to CR_RocketsGroup[CR_CurrentIndex]
Custom script: if UnitAddAbility(GetLastCreatedUnit(), 'Arav') and UnitRemoveAbility(GetLastCreatedUnit(), 'Arav') then
Custom script: endif
Animation - Change (Last created unit) flying height to CR_RocketStartHeight at 0.00
Special Effect - Create a special effect attached to the chest of (Last created unit) using CR_RocketModel
Animation - Change (Last created unit)'s size to (CR_RocketsSize%, CR_RocketsSize%, CR_RocketsSize%) of its original size
Set CR_Splitted[CR_CurrentIndex] = True
Custom script: call DestroyEffect(AddSpecialEffectLoc(udg_CR_Effect[1], udg_TempLoc))
Unit - Kill CR_Rocket[CR_CurrentIndex]
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: endfunction
-------- =========================================================================== --------
Custom script: function InitTrig_CR_Triggers takes nothing returns nothing
Custom script: call TriggerClearActions(GetTriggeringTrigger())
Custom script: set udg_CR_Cast = CreateTrigger()
Custom script: call TriggerRegisterAnyUnitEventBJ(udg_CR_Cast, EVENT_PLAYER_UNIT_SPELL_EFFECT)
Custom script: call TriggerAddCondition(udg_CR_Cast, Condition(function CR_Cast_Conditions))
Custom script: call TriggerAddAction(udg_CR_Cast, function CR_Cast_Actions)
Custom script: set udg_CR_Loop = CreateTrigger()
Custom script: call TriggerRegisterTimerEventPeriodic(udg_CR_Loop, udg_CR_Interval)
Custom script: call TriggerAddAction(udg_CR_Loop, function CR_Loop_Actions)
[/trigger]
Events
Map initialization
Conditions
Actions
-------- CONFIGURABLE --------
Set CR_Ability = Cluster Rockets
Set CR_Interval = 0.03
-------- Unit is an ally --------
Set CR_Condition[1] = False
-------- Unit is a structure --------
Set CR_Condition[2] = True
-------- Unit is a ground unit --------
Set CR_Condition[3] = True
-------- Unit is a flying unit --------
Set CR_Condition[4] = False
-------- Unit is magic immune --------
Set CR_Condition[5] = False
-------- Rockets movement speed --------
Set CR_MoveSpeed[1] = 30.00
Set CR_MoveSpeed[2] = 30.00
Set CR_MoveSpeed[3] = 30.00
-------- Damage cause by a rocket --------
Set CR_Damage[1] = 40.00
Set CR_Damage[2] = 50.00
Set CR_Damage[3] = 60.00
-------- Damage range --------
Set CR_DamageRange[1] = 150.00
Set CR_DamageRange[2] = 150.00
Set CR_DamageRange[3] = 150.00
-------- Rocket collision size --------
Set CR_RocketCollision[1] = 75.00
Set CR_RocketCollision[2] = 75.00
Set CR_RocketCollision[3] = 75.00
-------- Number of rockets after splitted --------
Set CR_SplittedRockets[1] = 3
Set CR_SplittedRockets[2] = 4
Set CR_SplittedRockets[3] = 5
-------- Rocket distance to be splitted (between rocket position and targeted point) --------
Set CR_SplitDistance = 500.00
-------- Rockets model --------
Set CR_RocketModel = Abilities\Weapons\CannonTowerMissile\CannonTowerMissile.mdl
-------- Primary rocket explosion effect --------
Set CR_Effect[1] = Abilities\Weapons\SteamTank\SteamTankImpact.mdl
-------- Secondary rocket explosion effect --------
Set CR_Effect[2] = Abilities\Weapons\SteamTank\SteamTankImpact.mdl
-------- Primary rocket size (%) --------
Set CR_RocketSize = 150.00
-------- Secondary rockets size (%) --------
Set CR_RocketsSize = 100.00
-------- Rockets starting fly height --------
Set CR_RocketStartHeight = 50.00
-------- Damage attack-type --------
Set CR_AttackType = Siege
-------- Damage damage-type --------
Set CR_DamageType = Demolition
-------- Primary rocket dummy unit-type --------
Set CR_RocketType[1] = Dummy
-------- Secondary rocket dummy unit-type --------
Set CR_RocketType[2] = Dummy
-------- Initialize --------
Custom script: call ExecuteFunc("InitTrig_CR_Triggers")
Custom script: endfunction
-------- =========================================================================== --------
Custom script: function CR_Cast_Conditions takes nothing returns boolean
Custom script: if (GetSpellAbilityId() == udg_CR_Ability) then
Custom script: return true
Custom script: endif
Custom script: endfunction
Custom script: function CR_Cast_Actions takes nothing returns nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CR_IndexSize Equal to 0
Then - Actions
Trigger - Turn on CR_Loop
Else - Actions
Set CR_IndexSize = (CR_IndexSize + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CR_IndexSize Greater than CR_MaxIndex
Then - Actions
Set CR_Index[CR_IndexSize] = CR_IndexSize
Set CR_MaxIndex = CR_IndexSize
Else - Actions
Set CR_CurrentIndex = CR_Index[CR_IndexSize]
Set CR_Caster[CR_CurrentIndex] = (Triggering unit)
Set CR_Owner[CR_CurrentIndex] = (Triggering player)
Set TempLoc = (Position of CR_Caster[CR_CurrentIndex])
Set TempLoc2 = (Target point of ability being cast)
Set CR_TargetLoc[CR_CurrentIndex] = TempLoc2
Set CR_Distance[CR_CurrentIndex] = (Distance between TempLoc and TempLoc2)
Set CR_Angle[CR_CurrentIndex] = (Angle from TempLoc to TempLoc2)
Set CR_Level = (Level of (Ability being cast) for CR_Caster[CR_CurrentIndex])
Set CR_MoveSpeed[CR_CurrentIndex] = CR_MoveSpeed[CR_Level]
Set CR_Damage[CR_CurrentIndex] = CR_Damage[CR_Level]
Set CR_DamageRange[CR_CurrentIndex] = CR_DamageRange[CR_Level]
Set CR_RocketCollision[CR_CurrentIndex] = CR_RocketCollision[CR_Level]
Set CR_SplittedRockets[CR_CurrentIndex] = CR_SplittedRockets[CR_Level]
Set CR_Splitted[CR_CurrentIndex] = False
Custom script: set udg_CR_RocketsGroup[udg_CR_CurrentIndex] = CreateGroup()
Unit - Create 1 CR_RocketType[1] for CR_Owner[CR_CurrentIndex] at TempLoc facing CR_Angle[CR_CurrentIndex] degrees
Set CR_Rocket[CR_CurrentIndex] = (Last created unit)
Custom script: if UnitAddAbility(udg_CR_Rocket[udg_CR_CurrentIndex], 'Arav') and UnitRemoveAbility(udg_CR_Rocket[udg_CR_CurrentIndex], 'Arav') then
Custom script: endif
Animation - Change CR_Rocket[CR_CurrentIndex] flying height to CR_RocketStartHeight at 0.00
Special Effect - Create a special effect attached to the chest of CR_Rocket[CR_CurrentIndex] using CR_RocketModel
Animation - Change CR_Rocket[CR_CurrentIndex]'s size to (CR_RocketSize%, CR_RocketSize%, CR_RocketSize%) of its original size
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: call RemoveLocation(udg_TempLoc2)
Custom script: endfunction
-------- =========================================================================== --------
Custom script: function CR_Loop_Actions takes nothing returns nothing
For each (Integer CR_LoopInt) from 1 to CR_IndexSize, do (Actions)
Loop - Actions
Set CR_CurrentIndex = CR_Index[CR_LoopInt]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CR_Splitted[CR_CurrentIndex] Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(CR_RocketsGroup[CR_CurrentIndex] is empty) Equal to True
Then - Actions
Custom script: call RemoveLocation(udg_CR_TargetLoc[udg_CR_CurrentIndex])
Custom script: call DestroyGroup(udg_CR_RocketsGroup[udg_CR_CurrentIndex])
Set CR_Index[CR_LoopInt] = CR_Index[CR_IndexSize]
Set CR_Index[CR_IndexSize] = CR_CurrentIndex
Set CR_IndexSize = (CR_IndexSize - 1)
Set CR_LoopInt = (CR_LoopInt - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CR_IndexSize Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Skip remaining actions
Else - Actions
Else - Actions
Unit Group - Pick every unit in CR_RocketsGroup[CR_CurrentIndex] and do (Actions)
Loop - Actions
Set CR_Angle2 = (Facing of (Picked unit))
Set TempLoc = (Position of (Picked unit))
Set TempLoc2 = (TempLoc offset by CR_MoveSpeed[CR_CurrentIndex] towards CR_Angle2 degrees)
Custom script: call SetUnitX(GetEnumUnit(), GetLocationX(udg_TempLoc2))
Custom script: call SetUnitY(GetEnumUnit(), GetLocationY(udg_TempLoc2))
Unit - Make (Picked unit) face CR_TargetLoc[CR_CurrentIndex] over 0.00 seconds
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Random 1 units from (Units within CR_RocketCollision[CR_CurrentIndex] of TempLoc2 matching ((((Matching unit) belongs to an ally of CR_Owner[CR_CurrentIndex]) Equal to CR_Condition[1]) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is and do (Actions)
Loop - Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within CR_DamageRange[CR_CurrentIndex] of TempLoc2 matching ((((Matching unit) belongs to an ally of CR_Owner[CR_CurrentIndex]) Equal to CR_Condition[1]) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A structure) Equal to CR and do (Actions)
Loop - Actions
Unit - Cause CR_Caster[CR_CurrentIndex] to damage (Picked unit), dealing CR_Damage[CR_CurrentIndex] damage of attack type CR_AttackType and damage type CR_DamageType
Custom script: call DestroyEffect(AddSpecialEffectLoc(udg_CR_Effect[2], udg_TempLoc2))
Unit - Kill (Picked unit)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 150.00 of CR_TargetLoc[CR_CurrentIndex] matching (((Matching unit) is in CR_RocketsGroup[CR_CurrentIndex]) Equal to True)) and do (Actions)
Loop - Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within CR_DamageRange[CR_CurrentIndex] of TempLoc2 matching ((((Matching unit) belongs to an ally of CR_Owner[CR_CurrentIndex]) Equal to CR_Condition[1]) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A structure) Equal to CR and do (Actions)
Loop - Actions
Unit - Cause CR_Caster[CR_CurrentIndex] to damage (Picked unit), dealing CR_Damage[CR_CurrentIndex] damage of attack type CR_AttackType and damage type CR_DamageType
Custom script: call DestroyEffect(AddSpecialEffectLoc(udg_CR_Effect[2], udg_TempLoc2))
Unit - Kill (Picked unit)
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: call RemoveLocation(udg_TempLoc2)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CR_Distance[CR_CurrentIndex] Greater than CR_SplitDistance
Then - Actions
Set TempLoc = (Position of CR_Rocket[CR_CurrentIndex])
Set TempLoc2 = (TempLoc offset by CR_MoveSpeed[CR_CurrentIndex] towards CR_Angle[CR_CurrentIndex] degrees)
Custom script: call SetUnitX(udg_CR_Rocket[udg_CR_CurrentIndex], GetLocationX(udg_TempLoc2))
Custom script: call SetUnitY(udg_CR_Rocket[udg_CR_CurrentIndex], GetLocationY(udg_TempLoc2))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Random 1 units from (Units within CR_RocketCollision[CR_CurrentIndex] of TempLoc2 matching ((((Matching unit) belongs to an ally of CR_Owner[CR_CurrentIndex]) Equal to CR_Condition[1]) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is and do (Actions)
Loop - Actions
Set CR_Splitted[CR_CurrentIndex] = True
Set CR_Distance[CR_CurrentIndex] = (CR_Distance[CR_CurrentIndex] - CR_MoveSpeed[CR_CurrentIndex])
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: call RemoveLocation(udg_TempLoc2)
Else - Actions
Set TempLoc = (Position of CR_Rocket[CR_CurrentIndex])
For each (Integer CR_LoopInt2) from 1 to CR_SplittedRockets[CR_CurrentIndex], do (Actions)
Loop - Actions
Set CR_Angle[CR_CurrentIndex] = (CR_Angle[CR_CurrentIndex] + (360.00 / (Real(CR_SplittedRockets[CR_CurrentIndex]))))
Unit - Create 1 CR_RocketType[2] for CR_Owner[CR_CurrentIndex] at TempLoc facing CR_Angle[CR_CurrentIndex] degrees
Unit Group - Add (Last created unit) to CR_RocketsGroup[CR_CurrentIndex]
Custom script: if UnitAddAbility(GetLastCreatedUnit(), 'Arav') and UnitRemoveAbility(GetLastCreatedUnit(), 'Arav') then
Custom script: endif
Animation - Change (Last created unit) flying height to CR_RocketStartHeight at 0.00
Special Effect - Create a special effect attached to the chest of (Last created unit) using CR_RocketModel
Animation - Change (Last created unit)'s size to (CR_RocketsSize%, CR_RocketsSize%, CR_RocketsSize%) of its original size
Set CR_Splitted[CR_CurrentIndex] = True
Custom script: call DestroyEffect(AddSpecialEffectLoc(udg_CR_Effect[1], udg_TempLoc))
Unit - Kill CR_Rocket[CR_CurrentIndex]
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: endfunction
-------- =========================================================================== --------
Custom script: function InitTrig_CR_Triggers takes nothing returns nothing
Custom script: call TriggerClearActions(GetTriggeringTrigger())
Custom script: set udg_CR_Cast = CreateTrigger()
Custom script: call TriggerRegisterAnyUnitEventBJ(udg_CR_Cast, EVENT_PLAYER_UNIT_SPELL_EFFECT)
Custom script: call TriggerAddCondition(udg_CR_Cast, Condition(function CR_Cast_Conditions))
Custom script: call TriggerAddAction(udg_CR_Cast, function CR_Cast_Actions)
Custom script: set udg_CR_Loop = CreateTrigger()
Custom script: call TriggerRegisterTimerEventPeriodic(udg_CR_Loop, udg_CR_Interval)
Custom script: call TriggerAddAction(udg_CR_Loop, function CR_Loop_Actions)
[/trigger]
And here is my problems :
The missile don't move
I don't know more
Help me please...!!
+Rep !!