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Untitled Trigger 001

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Flame Strike

Actions


Set LocFlame = (Target point of ability being cast)


Environment - Create a 0.50 second Temporary crater deformation at LocFlame with radius 512.00 and depth 64.00


Destructible - Create a Pathing Blocker (Both) (Large) at LocFlame facing (Random angle) with scale 1.00 and variation 0


Set DestTemp = (Last created destructible)


Custom script: call RemoveLocation(udg_LocFlame)


Wait 1.00 seconds


Destructible - Remove DestTemp
Untitled Trigger 001

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Flame Strike

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Level of Flame Strike for (Triggering unit)) Equal to 1



Then - Actions




-------- Actions here --------



Else - Actions
Set TempLoc = (Target point of ability being cast)
For each (Integer A) from 0 to 7, do (Actions)

Loop - Actions


Set TempLoc2 = (TempLoc offset by 100.00 towards ((Real((Integer A))) x 45.00) degrees)


Destructible - Create a Pathing Blocker (Both) (Large) at TempLoc2 facing (Random angle) with scale 1.00 and variation 0


Set DestructibleArray[(Integer A)] = (Last created destructible)


Custom script: call RemoveLocation(udg_TempLoc2)
Custom script: call RemoveLocation(udg_TempLoc)
-------- Removing the destructibles --------
For each (Integer A) from 0 to 7, do (Actions)

Loop - Actions


Destructible - Remove DestructibleArray[(Integer A)]
tnks dude, one more thing, is any way to make teleport to not go over unpasable terrain, for example 2 parts of the map separated by a cliff
