- Joined
- Sep 25, 2013
- Messages
- 792
I'm using a 3D knockback system for this ability and it consistently causes about half of the players to be desynched when used. Is there anything that stands out as being a likely cause of this?
Thank you for your time
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You Shall Not Pass Start Effect
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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 You Shall Not Pass! (Gandalf)
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Actions
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Set VariableSet tempPoint = (Position of (Triggering unit))
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Special Effect - Create a special effect at tempPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at tempPoint using war3mapImported\BlueAftershock.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Create 1 Gandalf Lightning Unit for (Owner of (Triggering unit)) at tempPoint facing Default building facing degrees
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Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
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Unit - Add Bolt (You Shall Not Pass Effect) to (Last created unit)
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Set VariableSet tempUnitGroup = (Units within 500.00 of tempPoint.)
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Unit Group - Pick every unit in tempUnitGroup and do (Actions)
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Loop - Actions
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Set VariableSet PickedUnit = (Picked unit)
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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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(PickedUnit is Mechanical) Equal to False
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(PickedUnit is A flying unit) Equal to False
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(PickedUnit is dead) Equal to False
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(PickedUnit belongs to an enemy of (Owner of (Triggering unit)).) Equal to True
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Then - Actions
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Set VariableSet tempPoint2 = (Position of PickedUnit)
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Unit - Move (Last created unit) instantly to tempPoint2
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Unit - Order (Last created unit) to Neutral - Firebolt PickedUnit
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Set VariableSet KB3D_GroundDamage = True
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Set VariableSet KB3D_Accel = 0.00
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Set VariableSet KB3D_Angle = (Angle from tempPoint to tempPoint2)
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Set VariableSet KB3D_DestroyTree = True
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Set VariableSet KB3D_DisableUnit = True
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Set VariableSet KB3D_EndOnObstacle = True
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Set VariableSet KB3D_D_MECHANICAL = False
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Set VariableSet KB3D_Fx = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
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Set VariableSet KB3D_Attach = chest
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Set VariableSet KB3D_Range = 200.00
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Set VariableSet KB3D_Speed = 500.00
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Set VariableSet KB3D_Targeted_Unit = No unit
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Set VariableSet KB3D_Unit = PickedUnit
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Set VariableSet KB3D_UnpathableStop = True
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Set VariableSet KB3D_Zoffset = 50.00
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Set VariableSet KB3D_TrailFx = Abilities\Weapons\Bolt\BoltImpact.mdl
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Set VariableSet KB3D_TargetDamage = 0.00
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Set VariableSet KB3D_Damager = Rampage_Unit
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Set VariableSet KB3D_LoopDamage = 0.00
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Set VariableSet KB3D_ImpactDamage = 0.00
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Set VariableSet KB3D_AttackType = Normal
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Set VariableSet KB3D_DamageType = Magic
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Custom script: call ExecuteFunc( "KB3D_Registration" )
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Custom script: call RemoveLocation (udg_tempPoint2)
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Else - Actions
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Custom script: call RemoveLocation (udg_tempPoint)
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Custom script: call DestroyGroup (udg_tempUnitGroup)
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You Shall Not Pass Start Casting
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Events
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Unit - A unit Begins channeling an ability
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Conditions
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(Ability being cast) Equal to You Shall Not Pass! (Gandalf)
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Actions
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Sound - Play GandalfYouShallNotPass_Edited <gen>
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You Shall Not Pass Stop Casting
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Events
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Unit - A unit Finishes casting an ability
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Conditions
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(Ability being cast) Equal to You Shall Not Pass! (Gandalf)
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Actions
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Sound - Stop GandalfYouShallNotPass_Edited <gen> After fading
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Thank you for your time

