The first one is, the range you can determine in object editor, like range of a unit or aoe of a spell. Is that the same range system you use in triggers? Like:
The second question is, why is not this trigger working? It seems so easy, but for some reason the unit is not responding to the order that he should create the illusion. And i choose the right use order aswell.
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Set illusiongroup = (Units within 100.00 of illusionpoint matching ((Owner of (Matching unit)) Equal to (==) Player 2 (Blue)))
The second question is, why is not this trigger working? It seems so easy, but for some reason the unit is not responding to the order that he should create the illusion. And i choose the right use order aswell.
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Illusions
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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 (==) Soul Warriors (KINGDOM)
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Actions
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Set abilitylevel = (Level of Soul Warriors (KINGDOM) for (Triggering unit))
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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abilitylevel Equal to (==) 1
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Then - Actions
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Set illusionpoint = (Target point of ability being cast)
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Set illusiongroup = (Units within 100.00 of illusionpoint matching ((Owner of (Matching unit)) Equal to (==) Player 2 (Blue)))
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Custom script: call RemoveLocation (udg_illusionpoint)
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Unit Group - Pick every unit in illusiongroup and do (Actions)
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Loop - Actions
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Set illusionpoint = (Position of (Picked unit))
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Unit - Create 1 Dummy for (Owner of (Triggering unit)) at illusionpoint facing Default building facing (270.0) degrees
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Unit - Add Illusions Trigger (KINGDOM) to (Last created unit)
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Unit - Set level of Illusions Trigger (KINGDOM) for (Last created unit) to 1
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Unit - Order (Last created unit) to Neutral Pit Lord - Doom (Picked unit)
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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Custom script: call RemoveLocation (udg_bloodpoint)
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Custom script: call DestroyGroup (udg_illusiongroup)
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Else - Actions
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