- Joined
- May 11, 2012
- Messages
- 2,103
was just testing my map, and it showed up error when I used this spell:
It crashed just now, before it didn't lol wtf?
Are those triggers correctly structed? can it be more optimized? :O
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Death Hand
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Death Hand
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Actions
- Set DeathHand_TrigUnit = (Triggering unit)
- Set DeathHand_TargetUnit = (Target unit of ability being cast)
- Unit - Turn collision for DeathHand_TargetUnit Off
- Animation - Play DeathHand_TrigUnit's spell animation
- Lightning - Create a Magic Leash lightning effect from source (Position of DeathHand_TrigUnit) to target (Position of DeathHand_TargetUnit)
- Set DeathHand_Lightning = (Last created lightning effect)
- Lightning - Change color of DeathHand_Lightning to (128.00 0.00 128.00) with 1.00 alpha
- Trigger - Turn on Death Hand Loop <gen>
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Events
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Death Hand Loop
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Events
- Time - Every 0.05 seconds of game time
- Conditions
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Actions
- Set DeathHand_TrigUnitLoc = (Position of DeathHand_TrigUnit)
- Set DeathHand_TargetUnitLoc = (Position of DeathHand_TargetUnit)
- Set DeathHand_Angle = (Angle from DeathHand_TargetUnitLoc to DeathHand_TrigUnitLoc)
- Set DeathHand_MovingTargetUnit = (DeathHand_TargetUnitLoc offset by 20.00 towards DeathHand_Angle degrees)
- Unit - Move DeathHand_TargetUnit instantly to DeathHand_MovingTargetUnit, facing DeathHand_Angle degrees
- Lightning - Move DeathHand_Lightning to source (Position of DeathHand_TrigUnit) and target (Position of DeathHand_TargetUnit)
- Set DeathHand_UnitGroup = (Units within 100.00 of DeathHand_TrigUnitLoc)
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Unit Group - Pick every unit in DeathHand_UnitGroup 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
- (Picked unit) Equal to DeathHand_TargetUnit
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Then - Actions
- Trigger - Turn off (This trigger)
- Set DeathHand_TrigUnitLoc = (Position of DeathHand_TrigUnit)
- Set DeathHand_TargetUnitLoc = (Position of DeathHand_TargetUnit)
- Unit - Create 1 Dummy DeathHand for (Owner of DeathHand_TrigUnit) at DeathHand_TargetUnitLoc facing Default building facing degrees
- Unit - Add Dummy Death Hand to (Last created unit)
- Unit - Set level of Dummy Death Hand for (Last created unit) to (Level of Death Hand for DeathHand_TrigUnit)
- Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
- Special Effect - Create a special effect at DeathHand_TargetUnitLoc using war3mapImported\DarkNova.mdx
- Special Effect - Destroy (Last created special effect)
- Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
- Animation - Reset DeathHand_TrigUnit's animation
- Unit - Turn collision for DeathHand_TargetUnit On
- Lightning - Destroy DeathHand_Lightning
- Custom script: call RemoveLocation(udg_DeathHand_TrigUnitLoc)
- Custom script: call RemoveLocation(udg_DeathHand_TargetUnitLoc)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Custom script: call RemoveLocation(udg_DeathHand_TrigUnitLoc)
- Custom script: call RemoveLocation(udg_DeathHand_TargetUnitLoc)
- Custom script: call RemoveLocation(udg_DeathHand_MovingTargetUnit)
- Custom script: call DestroyGroup(udg_DeathHand_UnitGroup)
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Events
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Death Hand Stop
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Events
- Unit - A unit Dies
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Conditions
- (Triggering unit) Equal to DeathHand_TargetUnit
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Actions
- Trigger - Turn off Death Hand Loop <gen>
- Lightning - Destroy DeathHand_Lightning
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Events
Are those triggers correctly structed? can it be more optimized? :O