Can someone tell me why this doesn't give any gold when a unit is killed by this method, despite it clearly saying "The source unit gets credit for kills resulting from this damage" please? This is the trigger:
Note, the dummy ability does 0 damage (cluster rocket) and even if it did, it should still belong to the player that begins the trigger.
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SC SkyBarrage
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Arial Barrage (SC)
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Actions
- Set VariableSet AbilityPointTargeting[13] = (Position of (Triggering unit))
- Unit - Create 1 DummyUnit 22 for (Owner of (Casting unit)) at AbilityPointTargeting[13] facing Default building facing degrees
- Set VariableSet DummyTracker[15] = (Last created unit)
- Unit - Add a 3.00 second Generic expiration timer to DummyTracker[15]
- Unit - Set level of Arial Barrage Dummy (SC) for DummyTracker[15] to (Level of Arial Barrage (SC) for (Triggering unit))
- Unit - Order DummyTracker[15] to Neutral Tinker - Cluster Rockets AbilityPointTargeting[13]
- Custom script: call GameTimeWait(0.66)
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within 575.00 of AbilityPointTargeting[13].) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Picked unit) is alive) Equal to True
- ((Picked unit) belongs to an enemy of (Owner of (Triggering unit)).) Equal to True
- ((Picked unit) is Magic Immune) Equal to False
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Then - Actions
- Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((75.00 x (Real((Level of Arial Barrage (SC) for (Triggering unit))))) + 25.00) damage of attack type Spells and damage type Normal
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Custom script: call GameTimeWait(0.90)
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within 575.00 of AbilityPointTargeting[13].) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Picked unit) is alive) Equal to True
- ((Picked unit) belongs to an enemy of (Owner of (Triggering unit)).) Equal to True
- ((Picked unit) is Magic Immune) Equal to False
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Then - Actions
- Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((75.00 x (Real((Level of Arial Barrage (SC) for (Triggering unit))))) + 25.00) damage of attack type Spells and damage type Normal
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Custom script: call GameTimeWait(0.90)
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within 575.00 of AbilityPointTargeting[13].) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Picked unit) is alive) Equal to True
- ((Picked unit) belongs to an enemy of (Owner of (Triggering unit)).) Equal to True
- ((Picked unit) is Magic Immune) Equal to False
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Then - Actions
- Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((75.00 x (Real((Level of Arial Barrage (SC) for (Triggering unit))))) + 25.00) damage of attack type Spells and damage type Normal
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Custom script: call RemoveLocation(udg_AbilityPointTargeting[13])
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Events
Note, the dummy ability does 0 damage (cluster rocket) and even if it did, it should still belong to the player that begins the trigger.