- Joined
- May 11, 2012
- Messages
- 2,108
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
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Death Hand
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Actions
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Set DeathHand_TrigUnit = (Triggering unit)
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Set DeathHand_TargetUnit = (Target unit of ability being cast)
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Unit - Turn collision for DeathHand_TargetUnit Off
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Animation - Play DeathHand_TrigUnit's spell animation
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Lightning - Create a Magic Leash lightning effect from source (Position of DeathHand_TrigUnit) to target (Position of DeathHand_TargetUnit)
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Set DeathHand_Lightning = (Last created lightning effect)
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Lightning - Change color of DeathHand_Lightning to (128.00 0.00 128.00) with 1.00 alpha
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Trigger - Turn on Death Hand Loop <gen>
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Death Hand Loop
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Events
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Time - Every 0.05 seconds of game time
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Conditions
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Actions
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Set DeathHand_TrigUnitLoc = (Position of DeathHand_TrigUnit)
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Set DeathHand_TargetUnitLoc = (Position of DeathHand_TargetUnit)
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Set DeathHand_Angle = (Angle from DeathHand_TargetUnitLoc to DeathHand_TrigUnitLoc)
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Set DeathHand_MovingTargetUnit = (DeathHand_TargetUnitLoc offset by 20.00 towards DeathHand_Angle degrees)
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Unit - Move DeathHand_TargetUnit instantly to DeathHand_MovingTargetUnit, facing DeathHand_Angle degrees
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Lightning - Move DeathHand_Lightning to source (Position of DeathHand_TrigUnit) and target (Position of DeathHand_TargetUnit)
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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
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(Picked unit) Equal to DeathHand_TargetUnit
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Then - Actions
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Trigger - Turn off (This trigger)
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Set DeathHand_TrigUnitLoc = (Position of DeathHand_TrigUnit)
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Set DeathHand_TargetUnitLoc = (Position of DeathHand_TargetUnit)
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Unit - Create 1 Dummy DeathHand for (Owner of DeathHand_TrigUnit) at DeathHand_TargetUnitLoc facing Default building facing degrees
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Unit - Add Dummy Death Hand to (Last created unit)
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Unit - Set level of Dummy Death Hand for (Last created unit) to (Level of Death Hand for DeathHand_TrigUnit)
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Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
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Special Effect - Create a special effect at DeathHand_TargetUnitLoc using war3mapImported\DarkNova.mdx
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Special Effect - Destroy (Last created special effect)
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Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
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Animation - Reset DeathHand_TrigUnit's animation
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Unit - Turn collision for DeathHand_TargetUnit On
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Lightning - Destroy DeathHand_Lightning
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Custom script: call RemoveLocation(udg_DeathHand_TrigUnitLoc)
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Custom script: call RemoveLocation(udg_DeathHand_TargetUnitLoc)
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Else - Actions
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Custom script: call RemoveLocation(udg_DeathHand_TrigUnitLoc)
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Custom script: call RemoveLocation(udg_DeathHand_TargetUnitLoc)
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Custom script: call RemoveLocation(udg_DeathHand_MovingTargetUnit)
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Custom script: call DestroyGroup(udg_DeathHand_UnitGroup)
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Death Hand Stop
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Events
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Unit - A unit Dies
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Conditions
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(Triggering unit) Equal to DeathHand_TargetUnit
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Actions
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Trigger - Turn off Death Hand Loop <gen>
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Lightning - Destroy DeathHand_Lightning
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Are those triggers correctly structed? can it be more optimized? :O