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[Trigger] Trig Prob (expected a name)

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  • ThS Loop
    • Events
    • Conditions
    • Actions
      • -------- --------------------------------------------------- --------
      • -------- ----------INDEXING START---------- --------
      • -------- --------------------------------------------------- --------
      • For each (Integer ThS_Loop) from 0 to (ThS_Index_Listener - 1), do (Actions)
        • Loop - Actions
          • Set ThS_Current_Index = ThS_Index_Container[ThS_Loop]
          • -------- --------------------------------------------------- --------
          • -------- ----------INDEXING END---------- --------
          • -------- --------------------------------------------------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ThS_Timer_1[ThS_Current_Index] Greater than 0.00
              • (ThS_Caster[ThS_Current_Index] is alive) Equal to ThS_Condition_Config[0]
            • Then - Actions
              • Set ThS_Timer_1[ThS_Current_Index] = (ThS_Timer_1[ThS_Current_Index] - ThS_Interval)
              • Set ThS_Caster_Point = (Position of ThS_Caster[ThS_Current_Index])
              • Set ThS_Angle[ThS_Current_Index] = ((Angle from ThS_TargetPoint[ThS_Current_Index] to ThS_Caster_Point) + ThS_Spin_Speed[ThS_Level[ThS_Current_Index]])
              • Custom script: call SetUnitX(udg_ThS_Caster[udg_ThS_Current_Index],GetUnitX(udg_ThS_Dummy[udg_ThS_Current_Index]) + udg_ThS_Stay_Distance[udg_ThS_Level[udg_ThS_Current_Index]] * Cos(udg_ThS_Angle[udg_ThS_Current_Index] * bj_DEGTORAD))
              • Custom script: call SetUnitY(udg_ThS_Caster[udg_ThS_Current_Index],GetUnitY(udg_ThS_Dummy[udg_ThS_Current_Index]) + udg_ThS_Stay_Distance[udg_ThS_Level[udg_ThS_Current_Index]] * Sin(udg_ThS_Angle[udg_ThS_Current_Index] * bj_DEGTORAD))
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ThS_Timer_2[ThS_Current_Index] Greater than 0.00
                • Then - Actions
                  • Set ThS_Timer_2[ThS_Current_Index] = (ThS_Timer_2[ThS_Current_Index] - ThS_Interval)
                • Else - Actions
                  • Set ThS_Group_1[ThS_Current_Index] = (Units within ThS_Stay_Distance[ThS_Level[ThS_Current_Index]] of ThS_TargetPoint[ThS_Current_Index])
                  • Unit Group - Pick every unit in ThS_Group_1[EmS_Current_Index] and do (Actions)
                    • Loop - Actions
                      • Set ThS_Picked_Unit = (Picked unit)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (ThS_Picked_Unit is alive) Equal to ThS_Condition_Config[1]
                          • (ThS_Picked_Unit belongs to an enemy of ThS_Owner[ThS_Current_Index]) Equal to ThS_Condition_Config[2]
                          • (ThS_Picked_Unit is A structure) Equal to ThS_Condition_Config[3]
                          • (ThS_Picked_Unit is Magic Immune) Equal to ThS_Condition_Config[4]
                        • Then - Actions
                          • Custom script: call DestroyEffect(AddSpecialEffectTarget(udg_ThS_Effect_Model[2], udg_ThS_Picked_Unit,udg_ThS_Attachment[2]))
                          • Unit - Cause ThS_Caster[ThS_Current_Index] to damage ThS_Picked_Unit, dealing ThS_Damage_Of_Lightning[ThS_Level[ThS_Current_Index]] damage of attack type ThS_Attack_Type and damage type Normal
                        • Else - Actions
                  • Custom script: call DestroyGroup(udg_ThS_Group_1[udg_ThS_Current_Index])
                  • Set ThS_Timer_2[ThS_Current_Index] = ThS_Interval_For_Lightning[ThS_Level[ThS_Current_Index]]
              • Set ThS_Group_2[ThS_Current_Index] = (Units within ThS_Pick_Range[ThS_Level[ThS_Current_Index]] of ThS_Caster_Point)
              • Unit Group - Pick every unit in ThS_Group_2[ThS_Current_Index] and do (Actions)
                • Loop - Actions
                  • Set ThS_Picked_Unit = (Picked unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (ThS_Picked_Unit is alive) Equal to ThS_Condition_Config[1]
                      • (ThS_Picked_Unit belongs to an enemy of ThS_Owner[ThS_Current_Index]) Equal to ThS_Condition_Config[2]
                      • (ThS_Picked_Unit is A structure) Equal to ThS_Condition_Config[3]
                      • (ThS_Picked_Unit is Magic Immune) Equal to ThS_Condition_Config[4]
                    • Then - Actions
                      • Set ThS_Picked_Point = (Position of ThS_Picked_Unit)
                      • Set ThS_Angle[ThS_Current_Index] = (Angle from ThS_Picked_Point to ThS_TargetPoint[ThS_Current_Index])
                      • Custom script: call DestroyEffect(AddSpecialEffectTarget(udg_ThS_Effect_Model[3], udg_ThS_Picked_Unit,udg_ThS_Attachment[3]))
                      • Unit - Cause ThS_Caster[ThS_Current_Index] to damage ThS_Picked_Unit, dealing ThS_Rushing_Over_Damage[ThS_Level[ThS_Current_Index]] damage of attack type ThS_Attack_Type and damage type Normal
                      • Custom script: call SetUnitX(udg_ThS_Picked_Unit,GetUnitX(udg_ThS_Picked_Unit) + udg_ThS_Recoil_Speed[udg_ThS_Level[udg_ThS_Current_Index]] * Cos(udg_ThS_Angle[udg_ThS_Current_Index] * bj_DEGTORAD))
                      • Custom script: call SetUnitY(udg_ThS_Picked_Unit,GetUnitY(udg_ThS_Picked_Unit) + udg_ThS_Recoil_Speed[udg_ThS_Level[udg_ThS_Current_Index]] * Sin(udg_ThS_Angle[udg_ThS_Current_Index] * bj_DEGTORAD))
                      • Custom script: call RemoveLocation(udg_ThS_Picked_Point)
                    • Else - Actions
              • Custom script: call DestroyGroup(udg_ThS_Group_2[udg_ThS_Current_Index])
              • Custom script: call RemoveLocation(udg_ThS_Caster_Point)
            • Else - Actions
              • Unit - Move ThS_Caster[ThS_Current_Index] instantly to ThS_Start_Point[ThS_Current_Index], facing (Random angle) degrees
              • Animation - Change ThS_Caster[ThS_Current_Index]'s animation speed to 100.00% of its original speed
              • Unit - Turn collision for ThS_Caster[ThS_Current_Index] On
              • Unit - Remove ThS_Dummy[ThS_Current_Index] from the game
              • Custom script: call RemoveLocation(udg_ThS_Start_Point[udg_ThS_Current_Index])
              • Custom script: call RemoveLocation(udg_ThS_TargetPoint[udg_ThS_Current_Index])
              • Custom script: call DestroyEffect(udg_ThS_SE_1[udg_ThS_Current_Index])
              • -------- --------------------------------------------------- --------
              • -------- ----------INDEXING START---------- --------
              • -------- --------------------------------------------------- --------
              • Set ThS_Index_Listener = (ThS_Index_Listener - 1)
              • Set ThS_Index_Container[ThS_Loop] = ThS_Index_Container[ThS_Index_Listener]
              • Set ThS_Recycle_Container[ThS_Recycle_Size] = ThS_Current_Index
              • Set ThS_Recycle_Size = (ThS_Recycle_Size + 1)
              • Set ThS_Loop = (ThS_Loop - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ThS_Index_Listener Equal to 0
                • Then - Actions
                  • Trigger - Turn off ThS Loop <gen>
                • Else - Actions
              • -------- --------------------------------------------------- --------
              • -------- ----------INDEXING END---------- --------
              • -------- --------------------------------------------------- --------
I copied this trigger from B-UP's spell pack but after saving the map, an error comes up. (expected a name)

This line
call DestroyEffect(udg_ThS_SE_1[udg_ThS_Current_Index])

what seems to be the problem?
 
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