- Joined
- Sep 5, 2007
- Messages
- 358
I've got a problem while doing the special effects for a spell.
The spell is a ultimate summon, but lacks of special effects, so I made some dummy units to increase the special effect's size. The problem is that I use point variables to remove leaks when I create the dummies, but the dummies actually don't get created if I change the variable to the point of the ability being cast. When I change the variable to the position of the casting unit, the trigger works, but what I want is the effects appear in the position where the creature will be summoned.
Check the trigger and try to find the error asap, it's very important!
The spell is a ultimate summon, but lacks of special effects, so I made some dummy units to increase the special effect's size. The problem is that I use point variables to remove leaks when I create the dummies, but the dummies actually don't get created if I change the variable to the point of the ability being cast. When I change the variable to the position of the casting unit, the trigger works, but what I want is the effects appear in the position where the creature will be summoned.
Check the trigger and try to find the error asap, it's very important!
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Effecting it
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Events
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Unit - A unit Begins casting an ability
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Conditions
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(Ability being cast) Equal to |cffAE5700Force of Nature|r (Animalist)
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Actions
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 4 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Wait 0.30 seconds
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 2 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Wait 0.30 seconds
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 1 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 4 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Wait 0.30 seconds
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 1 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 2 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Wait 0.30 seconds
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 3 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 2 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Wait 0.30 seconds
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 4 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Wait 0.30 seconds
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 2 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Wait 0.30 seconds
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 1 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 4 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Wait 0.30 seconds
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 1 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 2 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Wait 0.30 seconds
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 3 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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Set ForceOfNature_Point = (Target point of ability being cast)
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Unit - Create 1 Dummy Force of Nature 2 for (Owner of (Casting unit)) at ForceOfNature_Point facing Default building facing degrees
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Custom script: call RemoveLocation(udg_ForceOfNature_Point)
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