SpasMaster
Hosted Project: SC
- Joined
- Jan 29, 2010
- Messages
- 1,986
Hello everyone.
I am experiencing a problem with this spell trigger I am making.
The idea behind the spell is the following:
1.)The hero sends a missle (dummy unit) towards a location.
2.)When the unit enters the center of the location it dies, causing an explosion.
The ability is based on Cluster Rockets - I am using the same ability for other spells too.
Leaks aren't cleared yet, please don't freak out. Will do it afterwards.
Here are the triggers:
[trigger=Cast]Spiritual Explosion Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Spiritual Explosion
Actions
Set SE_Caster = (Triggering unit)
Set SE_CasterPoint = (Position of SE_Caster)
Set SE_Point = (Target point of ability being cast)
Unit - Create 1 Wisp (Detonate) for (Owner of SE_Caster) at SE_CasterPoint facing Default building facing degrees
Set SE_Wisp = (Last created unit)
Unit - Change color of SE_Wisp to Blue
Unit - Order SE_Wisp to Move To SE_Point
Unit - Create 1 Dummy (Detonate) for (Owner of SE_Caster) at SE_Point facing Default building facing degrees
Set SE_Dummy = (Last created unit)
Trigger - Add to Spiritual Explosion Detonate <gen> the event (Unit - A unit comes within 100.00 of SE_Dummy)
Wait 0.10 seconds
Unit - Order SE_Caster to Stop
[/trigger]
[trigger=Explosion]Spiritual Explosion Detonate
Events
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp (Detonate)
Actions
Set SE_Group = (Units within 150.00 of SE_Point matching (((Matching unit) belongs to an enemy of (Owner of SE_Caster)) Equal to True))
Special Effect - Create a special effect at SE_Point using Objects\Spawnmodels\NightElf\NEDeathMedium\NEDeath.mdl
Set SE_SFX = (Last created special effect)
Unit - Kill SE_Wisp
Unit Group - Pick every unit in SE_Group and do (Actions)
Loop - Actions
Unit - Cause SE_Caster to damage (Picked unit), dealing ((85.00 x (Real((Level of Spiritual Explosion for SE_Caster)))) + (1.00 x (Real((Intelligence of SE_Caster (Include bonuses)))))) damage of attack type Spells and damage type Normal
Custom script: call DestroyGroup(udg_SE_Group)
Special Effect - Destroy SE_SFX
Unit - Remove SE_Wisp from the game
[/trigger]
Thanks in advance!
I am experiencing a problem with this spell trigger I am making.
The idea behind the spell is the following:
1.)The hero sends a missle (dummy unit) towards a location.
2.)When the unit enters the center of the location it dies, causing an explosion.
The ability is based on Cluster Rockets - I am using the same ability for other spells too.
Leaks aren't cleared yet, please don't freak out. Will do it afterwards.
Here are the triggers:
[trigger=Cast]Spiritual Explosion Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Spiritual Explosion
Actions
Set SE_Caster = (Triggering unit)
Set SE_CasterPoint = (Position of SE_Caster)
Set SE_Point = (Target point of ability being cast)
Unit - Create 1 Wisp (Detonate) for (Owner of SE_Caster) at SE_CasterPoint facing Default building facing degrees
Set SE_Wisp = (Last created unit)
Unit - Change color of SE_Wisp to Blue
Unit - Order SE_Wisp to Move To SE_Point
Unit - Create 1 Dummy (Detonate) for (Owner of SE_Caster) at SE_Point facing Default building facing degrees
Set SE_Dummy = (Last created unit)
Trigger - Add to Spiritual Explosion Detonate <gen> the event (Unit - A unit comes within 100.00 of SE_Dummy)
Wait 0.10 seconds
Unit - Order SE_Caster to Stop
[/trigger]
[trigger=Explosion]Spiritual Explosion Detonate
Events
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp (Detonate)
Actions
Set SE_Group = (Units within 150.00 of SE_Point matching (((Matching unit) belongs to an enemy of (Owner of SE_Caster)) Equal to True))
Special Effect - Create a special effect at SE_Point using Objects\Spawnmodels\NightElf\NEDeathMedium\NEDeath.mdl
Set SE_SFX = (Last created special effect)
Unit - Kill SE_Wisp
Unit Group - Pick every unit in SE_Group and do (Actions)
Loop - Actions
Unit - Cause SE_Caster to damage (Picked unit), dealing ((85.00 x (Real((Level of Spiritual Explosion for SE_Caster)))) + (1.00 x (Real((Intelligence of SE_Caster (Include bonuses)))))) damage of attack type Spells and damage type Normal
Custom script: call DestroyGroup(udg_SE_Group)
Special Effect - Destroy SE_SFX
Unit - Remove SE_Wisp from the game
[/trigger]
Thanks in advance!