- Joined
- Sep 3, 2006
- Messages
- 1,738
I use this trigger in my map twice (two different skills, two different triggers). The other one works perfectly fine while this one works up until you to create the actual beam, where it just shoots off in a random direction... If you have any suggestions please help, I'm lost lol.
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Kamehameha Beam
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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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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KChargeTime Less than or equal to 1.00
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Then - Actions
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Set KDistance = (KDistance + 6.60)
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Else - Actions
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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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KChargeTime Greater than 1.00
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KChargeTime Less than 2.00
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Then - Actions
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Set KDistance = (KDistance + 11.00)
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Else - Actions
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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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KChargeTime Greater than 2.00
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KChargeTime Less than or equal to 3.00
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Then - Actions
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Set KDistance = (KDistance + 16.00)
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Else - Actions
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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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KChargeTime Greater than 3.00
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KChargeTime Less than or equal to 4.00
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Then - Actions
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Set KDistance = (KDistance + 19.00)
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Else - Actions
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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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KChargeTime Greater than 4.00
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Then - Actions
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Set KDistance = (KDistance + 27.00)
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Else - Actions
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Set KEndPoint = ((Position of (Load 0 of (Key GokuHandle) in KamehamehaHash)) offset by KDistance towards (Facing of (Load 0 of (Key GokuHandle) in KamehamehaHash)) degrees)
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Hashtable - Save Handle OfEndPoint as 2 of (Key GokuHandle) in KamehamehaHash
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Set KBeamLine = ((Position of (Load 0 of (Key GokuHandle) in KamehamehaHash)) offset by KDistance towards (Distance between (Load 1 of (Key GokuHandle) in KamehamehaHash) and (Load 2 of (Key GokuHandle) in KamehamehaHash)) degrees)
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Unit - Create 1 Blue Beam for (Owner of (Load 0 of (Key GokuHandle) in KamehamehaHash)) at KBeamLine facing Default building facing degrees
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Unit - Add a 0.80 second Generic expiration timer to (Last created unit)
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Set DamageGroup = (Units within 250.00 of KBeamLine matching ((((Matching unit) belongs to an enemy of (Owner of (Load 0 of (Key GokuHandle) in KamehamehaHash))) Equal to True) and ((((Matching unit) is in KAlreadyDamaged) Equal to False) and (((Matching unit) is A structure)
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Unit Group - Pick every unit in KDamageGroup and do (Actions)
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Loop - Actions
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Unit - Cause (Load 0 of (Key GokuHandle) in KamehamehaHash) to damage (Picked unit), dealing ((KChargeTime x (Real((Level of Kamehameha for (Load 0 of (Key GokuHandle) in KamehamehaHash))))) x 25.00) damage of attack type Spells and damage type Normal
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Unit Group - Add (Picked unit) to KAlreadyDamaged
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
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Special Effect - Destroy (Last created special effect)
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Destructible - Pick every destructible within 256.00 of KBeamLine and do (Actions)
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Loop - Actions
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Destructible - Kill (Picked destructible)
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Custom script: call DestroyGroup(udg_KDamageGroup)
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Custom script: call RemoveLocation(udg_KBeamLine)
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Custom script: call RemoveLocation(udg_KEndPoint)
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