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Spell trigger problem

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Level 3
Joined
Jan 21, 2011
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46
I have another problem, I want my fissure not placeable on top of cliffs


This Trigger Created By Naminator

  • Fissure
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fissure
    • Actions
      • Unit Group - Remove all units from Fissure_AddGroup
      • Set Fissure_TempLine = 0.00
      • Set Fissure_Caster = (Triggering unit)
      • Set Fissure_Caster_Loc = (Position of Fissure_Caster)
      • Set Fissure_TargetPoint = (Target point of ability being cast)
      • Set Fissure_Level = (Level of Fissure for Fissure_Caster)
      • Set Fissure_TimeLast = 8
      • Unit - Make Fissure_Caster face Fissure_TargetPoint over 0.01 seconds
      • Set Fissure_Angle = (Angle from Fissure_Caster_Loc to Fissure_TargetPoint)
      • For each (Integer A) from 1 to 15, do (Actions)
        • Loop - Actions
          • Set Fissure_TempLine = (Fissure_TempLine + 75.00)
          • Set Fissure_Offset[(Integer A)] = (Fissure_Caster_Loc offset by Fissure_TempLine towards Fissure_Angle degrees)
          • Unit - Create 1 Dummy Lagless for (Owner of Fissure_Caster) at Fissure_Offset[(Integer A)] facing Fissure_Angle degrees
          • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
          • Destructible - Create a Fissure Path at Fissure_Offset[(Integer A)] facing Fissure_Angle with scale 0.70 and variation 0
          • Set Fissure_Destructible[(Integer A)] = (Last created destructible)
          • Set Fissure_Group = (Units within 200.00 of Fissure_Offset[(Integer A)] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Fissure_Caster)) Equal to True)))
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in Fissure_Group and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is in Fissure_AddGroup) Equal to False
                • Then - Actions
                  • Unit Group - Add (Picked unit) to Fissure_AddGroup
                  • Unit - Create 1 Dummy Unit for (Owner of Fissure_Caster) at Fissure_Offset[(Integer A)] facing Fissure_Angle degrees
                  • Unit - Add Fissure Stun to (Last created unit)
                  • Unit - Set level of Fissure Stun for (Last created unit) to Fissure_Level
                  • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
                  • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                • Else - Actions
          • Custom script: call RemoveLocation (udg_Fissure_Offset[bj_forLoopAIndex])
      • Wait (Real(Fissure_TimeLast)) seconds
      • For each (Integer A) from 1 to 15, do (Actions)
        • Loop - Actions
          • Destructible - Remove Fissure_Destructible[(Integer A)]
      • Custom script: call RemoveLocation (udg_Fissure_TargetPoint)
      • Custom script: call RemoveLocation (udg_Fissure_Caster_Loc)
 
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