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The test-map is pretty pointless since you don't even give the hero the ability.
You also could have posted your trigger:
Random
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to forky
Actions
Unit Group - Add (Target unit of ability being cast) to tempunitgroup
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
Set temppoint = (Position of (Target unit of ability being cast))
Set tempunitgroup2 = (Units within 400.00 of temppoint matching ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and (((Matching unit) is in tempunitgroup) Equal to False)))
Unit Group - Add (Random unit from tempunitgroup2) to tempunitgroup
Unit Group - Pick every unit in tempunitgroup and do (Actions)
Loop - Actions
Set temppoint = (Position of (Casting unit))
Set temppoint2 = (Position of (Picked unit))
Lightning - Create a Forked Lightning lightning effect from source (Position of (Casting unit)) to target temppoint2
Unit - Cause (Casting unit) to damage (Picked unit), dealing (2.00 x (Real(((Intelligence of (Casting unit) (Include bonuses)) x (Level of Unknown (A00M) for (Casting unit)))))) damage of attack type Spells and damage type Normal
temppoint2 does not reset so they attack the new temppoint2 and old temppoint2
and also the lightning dosnt remove and ive tryed alot of triggers and i cant get it to remove without removing all of the lightning its self including after when it casts so theres no animation if i add a remove lightning spell
Okay I just went ahead and retriggered your spell.
ForkedLightning
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to forky
Actions
Unit Group - Add (Target unit of ability being cast) to tempunitgroup
Set temppoint = (Position of (Target unit of ability being cast))
Set tempunitgroup2 = (Units within 400.00 of temppoint matching ((((Matching unit) belongs to an enemy of (Triggering player)) Equal to True) and ((((Matching unit) is alive) Equal to True) and ((Matching unit) Not equal to (Target unit of ability being cast)))))
Set RandomUnit = (Random unit from tempunitgroup2)
Game - Display to (All players) the text: (Unit Name + (Name of RandomUnit))
Unit Group - Add RandomUnit to tempunitgroup
Unit Group - Remove RandomUnit from tempunitgroup2
Set temppoint = (Position of (Triggering unit))
Unit Group - Pick every unit in tempunitgroup and do (Actions)
Loop - Actions
Set temppoint2 = (Position of (Picked unit))
Lightning - Create a Forked Lightning lightning effect from source temppoint to target temppoint2
Trigger - Run DestroyLightning <gen> (ignoring conditions)
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (2.00 x (Real(((Intelligence of (Triggering unit) (Include bonuses)) x (Level of forky for (Triggering unit)))))) damage of attack type Spells and damage type Normal
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