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The spell is getting recasted everytime

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Level 18
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May 11, 2012
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2,103
Why is this spell getting recasted everytime after it's done???
I'm going insane, I have no idea what's causing it !!!!!!!

oh, I fixed it...
If u wanna know what was the prob, I guess this was:
Had to checked ''Disable Other Abilities''.
The problem was in pausing: When I started the spell, the hero was paused and it didn't get to finish the effect of the spell
so when it got unpaused, it tried to finish the effect of spell, thus doing infinite cast...
Dumb me lol...

  • Chaos Blast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Chaos Blast
    • Actions
      • -------- --------------- Set Variables --------------- --------
      • Set ChaosBlast_TrigUnit = (Triggering unit)
      • Set ChaosBlast_TrigUnitPoint = (Position of ChaosBlast_TrigUnit)
      • -------- --------------- Actions --------------- --------
      • Unit - Create 1 Dummy Chaos Blast for (Owner of ChaosBlast_TrigUnit) at ChaosBlast_TrigUnitPoint facing Default building facing degrees
      • Set ChaosBlast_Dummy = (Last created unit)
      • Unit - Pause ChaosBlast_TrigUnit
      • Animation - Play ChaosBlast_TrigUnit's Stand Second animation
      • Countdown Timer - Start ChaosBlast_Timer as a One-shot timer that will expire in 5.00 seconds
      • Trigger - Turn on Chaos Blast Pulling <gen>
      • -------- --------------- Clear Leaks --------------- --------
      • Custom script: call RemoveLocation(udg_ChaosBlast_TrigUnitPoint)
  • Chaos Blast Pulling
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • -------- --------------- Set Variables --------------- --------
      • Set ChaosBlast_TrigUnitPoint = (Position of ChaosBlast_TrigUnit)
      • Set ChaosBlast_UnitGroup = (Units within 500.00 of ChaosBlast_TrigUnitPoint matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A ground unit) Equal to True)) and ((((Matching unit) is dead) Equal to False) and (((Matching unit) belongs to an enemy of
      • -------- --------------- Actions --------------- --------
      • Unit Group - Pick every unit in ChaosBlast_UnitGroup and do (Actions)
        • Loop - Actions
          • -------- --------------- Set Variables --------------- --------
          • Set ChaosBlast_PickedUnitPoint = (Position of (Picked unit))
          • Set ChaosBlast_Moving = (ChaosBlast_PickedUnitPoint offset by 2.00 towards (Facing of (Picked unit)) degrees)
          • -------- --------------- Actions --------------- --------
          • Unit - Move (Picked unit) instantly to ChaosBlast_Moving, facing ChaosBlast_TrigUnitPoint
          • -------- --------------- Clear Leaks --------------- --------
          • Custom script: call RemoveLocation(udg_ChaosBlast_PickedUnitPoint)
          • Custom script: call RemoveLocation(udg_ChaosBlast_Moving)
      • -------- --------------- Clear Leaks --------------- --------
      • Custom script: call RemoveLocation(udg_ChaosBlast_TrigUnitPoint)
      • Custom script: call DestroyGroup(udg_ChaosBlast_UnitGroup)
  • Chaos Blast End
    • Events
      • Time - ChaosBlast_Timer expires
    • Conditions
    • Actions
      • -------- --------------- Set Variables --------------- --------
      • Set ChaosBlast_TrigUnitPoint = (Position of ChaosBlast_TrigUnit)
      • Set ChaosBlast_UnitGroup = (Units within 500.00 of ChaosBlast_TrigUnitPoint matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A ground unit) Equal to True)) and ((((Matching unit) is dead) Equal to False) and (((Matching unit) belongs to an enemy of
      • -------- --------------- Actions --------------- --------
      • Special Effect - Create a special effect at ChaosBlast_TrigUnitPoint using war3mapImported\NuclearExplosion.mdx
      • Special Effect - Destroy (Last created special effect)
      • Unit - Add a 0.20 second Generic expiration timer to ChaosBlast_Dummy
      • Unit - Add Dummy Chaos Blast to ChaosBlast_Dummy
      • Unit - Set level of Dummy Chaos Blast for ChaosBlast_Dummy to (Level of Chaos Blast for ChaosBlast_TrigUnit)
      • Unit - Order ChaosBlast_Dummy to Orc Tauren Chieftain - War Stomp
      • Unit - Unpause ChaosBlast_TrigUnit
      • Animation - Reset ChaosBlast_TrigUnit's animation
      • Unit Group - Pick every unit in ChaosBlast_UnitGroup and do (Actions)
        • Loop - Actions
          • Set ChaosBlast_TargetPoint = (ChaosBlast_TrigUnitPoint offset by 500.00 towards ((Facing of (Picked unit)) + 180.00) degrees)
          • Set JDA_JumpHigh_Distance = 1.00
          • Set JDA_TargetPoint = ChaosBlast_TargetPoint
          • Set JDA_Unit = (Picked unit)
          • Set JDA_Speed = 10.00
          • Set JDA_Animation = slam
          • Set JDA_AnimationSpeed = 0.60
          • Trigger - Run Jump System 1 <gen> (checking conditions)
          • Custom script: call RemoveLocation(udg_ChaosBlast_TargetPoint)
      • Trigger - Turn off Chaos Blast Pulling <gen>
      • -------- --------------- Clear Leaks --------------- --------
      • Custom script: call RemoveLocation(udg_ChaosBlast_TrigUnitPoint)
      • Custom script: call DestroyGroup(udg_ChaosBlast_UnitGroup)
 
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