- Joined
- May 11, 2012
- Messages
- 2,108
as said in the title: the Trig Unit doesn't damages Target Unit... Why is it so?
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DeathHand 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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Set DeathHand_TrigUnitLoc = (Position of DeathHand_TrigUnit)
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Set DeathHand_TargetUnitLoc = (Position of DeathHand_TargetUnit)
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Set DeathHand_Angle = (Angle from DeathHand_TargetUnitLoc to DeathHand_TrigUnitLoc)
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Set DeathHand_MovingTargetUnit = (DeathHand_TargetUnitLoc offset by 20.00 towards DeathHand_Angle degrees)
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Special Effect - Create a special effect attached to the origin of DeathHand_TargetUnit using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Move DeathHand_TargetUnit instantly to DeathHand_MovingTargetUnit, facing DeathHand_Angle degrees
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Unit - Cause DeathHand_TrigUnit to damage DeathHand_TargetUnit, dealing (30.00 / (100.00 x (Distance between DeathHand_TargetUnitLoc and DeathHand_TrigUnitLoc))) damage of attack type Spells and damage type Normal
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Set DeathHand_UnitGroup = (Units within 125.00 of DeathHand_TrigUnitLoc)
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Unit Group - Pick every unit in DeathHand_UnitGroup 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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(Picked unit) Equal to DeathHand_TargetUnit
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Then - Actions
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Unit - Create 1 Dummy DeathHand for (Owner of DeathHand_TrigUnit) at DeathHand_TrigUnitLoc facing Default building facing degrees
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Unit - Add Dummy Death Hand to (Last created unit)
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Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
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Unit - Add a 0.30 second Generic expiration timer to (Last created unit)
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Else - Actions
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Custom script: call RemoveLocation(udg_DeathHand_TrigUnitLoc)
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Custom script: call RemoveLocation(udg_DeathHand_TargetUnitLoc)
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Custom script: call RemoveLocation(udg_DeathHand_MovingTargetUnit)
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Custom script: call DestroyGroup(udg_DeathHand_UnitGroup)
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