- Joined
- Aug 22, 2011
- Messages
- 29
Hello
I have been working all day on this trigger but there seems to be a mistake which i can't find..
Can anyone point out my mistake?
THANKS!!
I have been working all day on this trigger but there seems to be a mistake which i can't find..
Can anyone point out my mistake?
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IronArrow
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Iron Arrow
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Actions
- -------- ...................Fire Beam By THE-DARK.......................... --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- IA_Integers[0] Equal to 0
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Then - Actions
- Trigger - Turn on IronArrowLoop <gen>
- Else - Actions
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If - Conditions
- Set IA_Integers[1] = (IA_Integers[1] + 1)
- Set IA_Integers[2] = (IA_Integers[2] + 1)
- -------- ------------------Separador xD------------------------ --------
- Set IA_Caster[IA_Integers[2]] = (Triggering unit)
- Set IA_Point[1] = (Position of IA_Caster[IA_Integers[2]])
- Set IA_Point[2] = (Target point of ability being cast)
- Set IA_Angle[IA_Integers[2]] = (Angle from IA_Point[1] to IA_Point[2])
- Set IA_Point[3] = (IA_Point[1] offset by 100.00 towards IA_Angle[IA_Integers[2]] degrees)
- Set IA_Speed[IA_Integers[2]] = 30.00
- -------- ------------------Separador xD------------------------ --------
- Set IA_MaxDistance[IA_Integers[2]] = 700.00
- -------- ------------------Separador xD------------------------ --------
- Set IA_Distance[IA_Integers[2]] = 0.00
- Set IA_Active[IA_Integers[2]] = True
- Set IA_Damage[IA_Integers[2]] = ((Real((Agility of IA_Caster[IA_Integers[2]] (Include bonuses)))) x (Real((Level of Iron Arrow for IA_Caster[IA_Integers[2]]))))
- Unit - Create 1 Dummy for (Owner of IA_Caster[IA_Integers[2]]) at IA_Point[1] facing IA_Angle[IA_Integers[2]] degrees
- Set IA_FireDummy[IA_Integers[2]] = (Last created unit)
- Custom script: set udg_IA_DamagedUnits[udg_IA_Integers[2]] = CreateGroup()
- Custom script: call RemoveLocation(udg_IA_Point[1])
- Custom script: call RemoveLocation(udg_IA_Point[2])
- Custom script: call RemoveLocation(udg_IA_Point[3])
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Events
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IronArrowLoop
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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For each (Integer IA_Integers[3]) from 1 to LK_Integers[2], 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
- IA_Active[IA_Integers[3]] Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- IA_Distance[IA_Integers[3]] Less than IA_MaxDistance[IA_Integers[3]]
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Then - Actions
- Set IA_Point[1] = (Position of IA_FireDummy[IA_Integers[3]])
- Set IA_Point[2] = (IA_Point[1] offset by IA_Speed[IA_Integers[2]] towards IA_Angle[IA_Integers[3]] degrees)
- -------- --------------Efectos Especiales xD------------------------ --------
- Special Effect - Create a special effect at IA_Point[2] using Abilities\Spells\NightElf\SpiritOfVengeance\SpiritOfVengeanceBirthMissile.mdl
- Special Effect - Destroy (Last created special effect)
- -------- ------------------Separador xD------------------------ --------
- Unit - Move IA_FireDummy[IA_Integers[3]] instantly to IA_Point[2], facing IA_Angle[IA_Integers[3]] degrees
- Set IA_Distance[IA_Integers[3]] = (IA_Distance[IA_Integers[3]] + IA_Speed[IA_Integers[3]])
- Set IA_TempGroup = (Units within 200.00 of IA_Point[2] matching ((((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of IA_Caster[IA_Integers[3]])) Equal to False)) and (((Matching unit) is in IA_DamagedUnits[IA_Integers[3]]) Equal to
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Unit Group - Pick every unit in IA_TempGroup and do (Actions)
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Loop - Actions
- Unit Group - Add (Picked unit) to IA_DamagedUnits[IA_Integers[3]]
- Unit - Cause IA_Caster[IA_Integers[3]] to damage (Picked unit), dealing IA_Damage[IA_Integers[3]] damage of attack type Spells and damage type Normal
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Loop - Actions
- Custom script: call DestroyGroup(udg_IA_TempGroup)
- Custom script: call RemoveLocation(udg_IA_Point[1])
- Custom script: call RemoveLocation(udg_IA_Point[2])
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Else - Actions
- Unit - Add a 0.01 second Water Elemental expiration timer to IA_FireDummy[IA_Integers[3]]
- Unit - Remove IA_FireDummy[IA_Integers[3]] from the game
- Set IA_Caster[IA_Integers[3]] = No unit
- Set IA_FireDummy[IA_Integers[3]] = No unit
- Set IA_Integers[1] = (IA_Integers[1] - 1)
- Set IA_Active[IA_Integers[3]] = False
- Custom script: call DestroyGroup(udg_IA_DamagedUnits[udg_IA_Integers[2]])
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 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
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- IA_Integers[0] Equal to 0
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Then - Actions
- Set IA_Integers[2] = 0
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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For each (Integer IA_Integers[3]) from 1 to LK_Integers[2], do (Actions)
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Events
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