- Joined
- Feb 11, 2010
- Messages
- 199
As far as I can tell, this is GUI, MUI, etc and works just fine... when a human player uses it. Basically, it's Sleep with a projectile, using Acid Bomb as a dummy spell. However, when an AI player uses the spell, the dummy unit doesn't cast Sleep. Why? What's wrong?
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Knockout Dart
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Knockout Dart
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Actions
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Set KnockoutDart = (KnockoutDart + 1)
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Set KnockoutDartSkip = (KnockoutDartSkip + 1)
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Set KnockoutDartOn[KnockoutDart] = True
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Set KnockoutDartTarget[KnockoutDart] = (Target unit of ability being cast)
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Set KnockoutOwner[KnockoutDart] = (Owner of (Triggering unit))
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Set KnockoutDartTimer[KnockoutDart] = (MASTERTIMER + 5.00)
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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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KnockoutDartSkip Equal to 1
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Then - Actions
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Trigger - Turn on Knockout Dart Loop <gen>
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Else - Actions
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Knockout Dart Loop
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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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For each (Integer KnockoutDartA) from 1 to KnockoutDart, 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
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KnockoutDartOn[KnockoutDartA] 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
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(KnockoutDartTarget[KnockoutDartA] has buff Knockout ) Equal to True
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Then - Actions
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Set KnockoutDartPoint[KnockoutDartA] = (Position of KnockoutDartTarget[KnockoutDartA])
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Unit - Create 1 KNDummy for KnockoutOwner[KnockoutDartA] at KnockoutDartPoint[KnockoutDartA] facing Default building facing degrees
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Unit - Order (Last created unit) to Undead Dreadlord - Sleep KnockoutDartTarget[KnockoutDartA]
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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Set KnockoutDartSkip = (KnockoutDartSkip - 1)
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Set KnockoutDartOn[KnockoutDartA] = False
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Custom script: call RemoveLocation(udg_KnockoutDartPoint[udg_KnockoutDartA])
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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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KnockoutDartSkip Equal to 0
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Then - Actions
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Set KnockoutDart = 0
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Trigger - Turn off (This trigger)
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Else - Actions
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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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MASTERTIMER Greater than or equal to KnockoutDartTimer[KnockoutDartA]
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Then - Actions
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Set KnockoutDartSkip = (KnockoutDartSkip - 1)
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Set KnockoutDartOn[KnockoutDartA] = False
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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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KnockoutDartSkip Equal to 0
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Then - Actions
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Set KnockoutDart = 0
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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Else - Actions
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Last edited: