Iv'e been creating an ability with triggers but it seems like my triggers doesn't execute can you guys help me find and fix this problem? 
Here are the triggers:
Here are the triggers:
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Circle Of Death Config
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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 Circle Of Destruction
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Actions
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-------- Dont Change this unless there are bugs! --------
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-------- Start of Config --------
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-------- -------- --------
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Set CFD_Ability = Circle Of Destruction
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-------- -------- --------
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Set CFD_Debuff = Collapsing Death
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-------- -------- --------
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Set CFD_Dummy = Circle Of Destruction Dummy
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-------- -------- --------
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Set Damage_Group = (Units owned by (Random player from (All enemies of Player 1 (Red))))
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-------- -------- --------
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Set CFD_Lvl = (Level of Circle Of Destruction for (Triggering unit))
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-------- -------- --------
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-------- Stats Each Level --------
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-------- -------- --------
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Set CFD_Damage[1] = 100.00
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Set CFD_Damage[2] = 150.00
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Set CFD_Damage[3] = 200.00
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-------- -------- --------
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Set CFD_DamageOvertime[1] = 20.00
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Set CFD_DamageOvertime[2] = 40.00
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Set CFD_DamageOvertime[3] = 60.00
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-------- -------- --------
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Set CFD_Radius[1] = 200.00
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Set CFD_Radius[2] = 250.00
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Set CFD_Radius[3] = 300.00
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-------- -------- --------
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Set CFD_DebuffDuration[1] = 5.00
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Set CFD_DebuffDuration[2] = 10.00
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Set CFD_DebuffDuration[3] = 15.00
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-------- -------- --------
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-------- Special Effects & Animations --------
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-------- -------- --------
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Set CFD_Height = 50.00
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-------- -------- --------
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Set CFD_ALPHA = 200
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Set CFD_GREEN = 250
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Set CFD_RED = 178
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Set CFD_Blue = 160
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-------- -------- --------
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Set CFD_FX = Abilities\Spells\Undead\RegenerationAura\ObsidianRegenAura.mdl
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Set CFD_DebuffFx = Abilities\Weapons\WitchDoctorMissile\WitchDoctorMissile.mdl
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Set CFD_DebuffAttachment = overhead
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-------- -------- --------
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-------- End of Config --------
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Trigger - Run Circle Of Death Execution <gen> (ignoring conditions)
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Circle Of Death Execution
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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 Circle Of Destruction
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Actions
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-------- ------ --------
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-------- Animation For the Dummy Unit --------
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-------- ------ --------
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-------- ------ --------
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-------- Spell Var --------
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-------- ------ --------
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Set CFD_Caster = (Casting unit)
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Set CFD_Point = (Target point of ability being cast)
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Set CFD_Target = (Picked unit)
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-------- ------ --------
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-------- Filtering The Damage Group --------
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-------- ------ --------
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Unit Group - Pick every unit in Damage_Group 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
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(Level of Circle Of Destruction for CFD_Caster) Greater than or equal to 1
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(CFD_Target belongs to an enemy of Player 1 (Red)) Equal to True
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Then - Actions
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-------- ------ --------
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Unit - Create 1 for Neutral Passive at CFD_Point facing Default building facing degrees
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-------- ------ --------
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Unit - Cause CFD_Dummy to damage circular area after 0.00 seconds of radius CFD_Radius[CFD_Lvl] at CFD_Point, dealing CFD_Damage[CFD_Lvl] damage of attack type Spells and damage type Normal
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Unit - Add a 10.00 second Generic expiration timer to CFD_Dummy
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-------- ------ --------
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-------- Animation For the Dummy Unit --------
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-------- ------ --------
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Animation - Play CFD_Dummy's CFD_FX animation
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Animation - Change CFD_Dummy's vertex coloring to (100.00%, 60.00%, 20.00%) with 100.00% transparency
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Animation - Change CFD_Dummy flying height to CFD_Height at 0.00
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-------- ------ --------
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-------- Special Effects --------
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-------- ------ --------
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Special Effect - Create a special effect at CFD_Point using CFD_FX
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-------- ------ --------
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-------- Destroy the last effect created to prevent leaks --------
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-------- ------ --------
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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-------- ------ --------
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-------- Destroying the Unit Group --------
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-------- Removing Leaks --------
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-------- ------ --------
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Custom script: call RemoveLocation(udg_CFD_Point)
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Custom script: call DestroyGroup(udg_Damage_Group)
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Trigger - Run Collapsing Death Debuff <gen> (ignoring conditions)
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Collapsing Death Debuff
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Events
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Conditions
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Actions
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-------- ------ --------
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-------- Debuff Var --------
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-------- ------ --------
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Set Damage_Group = (Units owned by (Random player from (All enemies of Player 1 (Red))))
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Set CFD_Target = (Picked unit)
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-------- ------ --------
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-------- ------ --------
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-------- ------ --------
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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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(CFD_Target has buff Collapsing Death ) Equal to True
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(CFD_Target is Summoned) Equal to False
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(CFD_Target is Mechanical) Equal to False
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(CFD_Target is Magic Immune) Equal to False
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(CFD_Target is Summoned) Equal to False
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Then - Actions
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-------- ------ --------
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-------- Filtering the units that will get the debuff --------
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-------- ------ --------
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Unit Group - Pick every unit in Damage_Group and do (Actions)
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Loop - Actions
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Unit - Grant shared vision of CFD_Target to Player 1 (Red)
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-------- ------ --------
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-------- Damage and Damage Overtime --------
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-------- ------ --------
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Countdown Timer - Start (Expiring timer) as a One-shot timer that will expire in CFD_DebuffDuration[CFD_Lvl] seconds
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Unit - Cause CFD_Caster to damage CFD_Target, dealing CFD_DamageOvertime[CFD_Lvl] damage of attack type Spells and damage type Normal
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-------- ------ --------
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-------- Making the Special Effects --------
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-------- ------ --------
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Special Effect - Create a special effect attached to the CFD_DebuffAttachment of CFD_Target using CFD_DebuffFx
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-------- ------ --------
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-------- Destroy the special effect --------
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-------- ------ --------
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Custom script: call DestroyGroup(udg_Damage_Group)
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