- Joined
- Aug 14, 2007
- Messages
- 66
Im having troubles with 2 of my spells and I could use some help.
My gust spell is intended to work like cyclone but cause the target unit to be pushed back and damaged as well.
This is the trigger for the initial casting of the spell
My second spell causes vines to sprout randomly in a target area, which works fine, but then the vines are suppose to repeatedly cast a custom version of entangling roots on enemies that get too close to these vines, which only semi works (sometimes enemies will walk right by the vines unaffected).
Any help is greatly appreciated
My gust spell is intended to work like cyclone but cause the target unit to be pushed back and damaged as well.
This is the trigger for the initial casting of the spell
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Gust 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 Gust
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Actions
- Set gustunit_caster[(Custom value of (Casting unit))] = (Casting unit)
- Set gustunit_target[(Custom value of (Casting unit))] = (Target unit of ability being cast)
- Set gustcastertemppoint = (Position of (Casting unit))
- Set gustcasttemppoint = (Position of (Target unit of ability being cast))
- Set gustangle[(Custom value of (Casting unit))] = (Angle from gustcastertemppoint to gustcasttemppoint)
- Game - Display to (All players) the text: (String(gustangle[(Custom value of (Casting unit))]))
- Custom script: call RemoveLocation(udg_gustcasttemppoint)
- Custom script: call RemoveLocation(udg_gustcastertemppoint)
- Wait (1.00 + (Real((Level of (Ability being cast) for (Casting unit))))) seconds
- Set gustunit_target[(Custom value of (Casting unit))] = No unit
- Set gustunit_caster[(Custom value of (Casting unit))] = No unit
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Events
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Gust Movement
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Events
- Time - Every 0.50 seconds of game time
- Conditions
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Actions
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For each (Integer gustinteger) from (Player number of Player 1 (Red)) to (Player number of Player 10 (Light Blue)), do (Actions)
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Loop - Actions
- Set gusttemppoint[gustinteger] = (Position of gustunit_target[gustinteger])
- Set gusttemppoint_2 = (gusttemppoint[gustinteger] offset by 10.00 towards gustangle[gustinteger] degrees)
- Unit - Move gustunit_target[gustinteger] instantly to gusttemppoint_2
- Unit - Cause gustunit_caster[gustinteger] to damage gustunit_target[gustinteger], dealing 25.00 damage of attack type Spells and damage type Force
- Custom script: call RemoveLocation(udg_gusttemppoint_2)
- Custom script: call RemoveLocation(udg_gusttemppoint[udg_gustinteger])
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Loop - Actions
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For each (Integer gustinteger) from (Player number of Player 1 (Red)) to (Player number of Player 10 (Light Blue)), do (Actions)
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Events
My second spell causes vines to sprout randomly in a target area, which works fine, but then the vines are suppose to repeatedly cast a custom version of entangling roots on enemies that get too close to these vines, which only semi works (sometimes enemies will walk right by the vines unaffected).
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Latch
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Events
- Time - Every 1.50 seconds of game time
- Conditions
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Actions
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Unit Group - Pick every unit in latchtempugroup and do (Actions)
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Loop - Actions
- Set latchtemppoint = (Position of (Picked unit))
- Set latchtempugroup_2 = (Units within 150.00 of latchtemppoint)
- Unit - Order (Picked unit) to Night Elf Keeper Of The Grove - Entangling Roots (Random unit from latchtempugroup_2)
- Custom script: call RemoveLocation(udg_latchtemppoint)
- Custom script: call DestroyGroup(udg_latchtempugroup_2)
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Loop - Actions
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Unit Group - Pick every unit in latchtempugroup and do (Actions)
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Events
Any help is greatly appreciated