- Joined
- May 11, 2012
- Messages
- 2,108
how come my WE ignores conditions about checking unit's life or is unit dead or alive?
Anyone else had similar problem?
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(Life of (Picked unit)) Greater than 0.41
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Mor Guld Crumble
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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 Mor'Guld Crumble (Hero Ability)
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Actions
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-------- --------------- Set Variables --------------- --------
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Set TrigUnit = (Triggering unit)
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Set TempPoint = (Position of TrigUnit)
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Set TempUnitGroup = (Units within 500.00 of TempPoint)
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-------- --------------- Actions --------------- --------
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Unit - Create 1 Dummy Caster for (Owner of TrigUnit) at TempPoint facing Default building facing degrees
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Set TempDummyUnit[1] = (Last created unit)
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Unit - Add a 0.30 second Generic expiration timer to TempDummyUnit[1]
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Unit - Add Dummy Mor'Guld Crumble to TempDummyUnit[1]
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Unit - Set level of Dummy Mor'Guld Crumble for TempDummyUnit[1] to (Level of Mor'Guld Crumble (Hero Ability) for TrigUnit)
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Unit - Order TempDummyUnit[1] to Human Mountain King - Thunder Clap
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Unit Group - Pick every unit in TempUnitGroup 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) is A structure) Equal to False
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(Life of (Picked unit)) Greater than 0.41
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((Picked unit) belongs to an enemy of (Owner of TrigUnit)) Equal to True
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Then - Actions
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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-------- --------------- Clear Leaks --------------- --------
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Custom script: call RemoveLocation(udg_TempPoint)
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Custom script: call DestroyGroup(udg_TempUnitGroup)
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Custom script: set udg_TempPoint = null
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Custom script: set udg_TempUnitGroup = null
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Anyone else had similar problem?








