I'm trying to use the infernal model for a spell, but it's not showing up in game. Inside of WE, it shows just fine. The model isn't custom. I gave it a shadow just to show where it is.
I'll include the triggers too if it helps.


I'll include the triggers too if it helps.
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Star Smasher
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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 Star Smasher (New Rhyszard R)
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Actions
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Player - Disable Star Smasher (New Rhyszard R) for (Owner of (Triggering unit))
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Player - Enable Star Smasher (New Rhyszard R, Unit Spell) for (Owner of (Triggering unit))
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Trigger - Turn on Star Smasher Timer <gen>
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Countdown Timer - Start Star_Smasher_Timer as a One-shot timer that will expire in 15.00 seconds
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Set Star_Smasher_C = (Triggering unit)
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Set Star_Smasher_Integer[0] = 3
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Star Smasher 2nd
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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 Star Smasher (New Rhyszard R, Unit Spell)
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Actions
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Set Star_Smasher_Integer[0] = (Star_Smasher_Integer[0] - 1)
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Set Star_Smasher_Integer[1] = (Star_Smasher_Integer[1] + 1)
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Set Star_Smasher_Integer[2] = (Star_Smasher_Integer[2] + 1)
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Set Star_Smasher_P[Star_Smasher_Integer[2]] = (Target point of ability being cast)
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Unit - Create 1 Star Smasher for (Owner of (Triggering unit)) at Star_Smasher_P[Star_Smasher_Integer[2]] facing Default building facing degrees
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Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
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Set Star_Smasher_Boolean[Star_Smasher_Integer[2]] = True
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Set Star_Smasher_Integer_Timer[Star_Smasher_Integer[2]] = 11
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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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(Star Smasher DPS <gen> is on) Equal to True
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Then - Actions
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Else - Actions
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Trigger - Turn on Star Smasher DPS <gen>
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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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Star_Smasher_Integer[0] Less than or equal to 0
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Then - Actions
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Trigger - Run Star Smasher Timer <gen> (ignoring conditions)
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Else - Actions
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Star Smasher DPS
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Events
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Time - Every 0.05 seconds of game time
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Conditions
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Actions
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For each (Integer Star_Smasher_Integer[3]) from 1 to Star_Smasher_Integer[2], 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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Star_Smasher_Boolean[Star_Smasher_Integer[3]] Equal to True
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Then - Actions
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Set Star_Smasher_Integer_Timer[Star_Smasher_Integer[3]] = (Star_Smasher_Integer_Timer[Star_Smasher_Integer[3]] - 1)
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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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Star_Smasher_Integer_Timer[Star_Smasher_Integer[3]] Less than or equal to 0
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Then - Actions
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Set Star_Smasher_Boolean[Star_Smasher_Integer[3]] = False
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Set Star_Smasher_T = (Units within 300.00 of Star_Smasher_P[Star_Smasher_Integer[3]] matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and ((((Matching unit) is dead) Not equal to True) and (((Matching unit)
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Game - Display to (All players) the text: (String((Level of Star Smasher (New Rhyszard R) for Star_Smasher_C)))
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Unit Group - Pick every unit in Star_Smasher_T and do (Actions)
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Loop - Actions
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Unit - Cause Star_Smasher_C to damage (Picked unit), dealing ((200.00 x (Real((Level of Star Smasher (New Rhyszard R) for Star_Smasher_C)))) + ((9.00 x (Real((Level of Star Smasher (New Rhyszard R) for Star_Smasher_C)))) x (Real((Intelligence of Star_Smasher_C (Include bonuses)))))) damage of attack type Spells and damage type Normal
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Custom script: call DestroyGroup (udg_Star_Smasher_T)
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Custom script: call RemoveLocation (udg_Star_Smasher_P[udg_Star_Smasher_Integer[3]])
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Set Star_Smasher_Integer[1] = (Star_Smasher_Integer[1] - 1)
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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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Star_Smasher_Integer[1] Less than or equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Set Star_Smasher_Integer[2] = 0
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Else - Actions
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Else - Actions
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Else - Actions
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