- Joined
- Jan 17, 2009
- Messages
- 372
Hi,
I recently made a trigger for an ability attack and for some reason nothing is working, i have a feeling a messed up somewhere, or multiple places and was hoping that someone could point out my mistakes.
Sidenote: How do i get the angle for a knockback?
I recently made a trigger for an ability attack and for some reason nothing is working, i have a feeling a messed up somewhere, or multiple places and was hoping that someone could point out my mistakes.
Sidenote: How do i get the angle for a knockback?
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Ability Attack
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Attack
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Actions
- Unit - Order (Triggering unit) to Stop
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- A_Index[1] Equal to 0
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Then - Actions
- Trigger - Turn on Attack Loop <gen>
- Else - Actions
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If - Conditions
- Set A_Index[1] = (A_Index[1] + 1)
- Set A_Index[2] = (A_Index[2] + 1)
- Set A_LoopIsOn[A_Index[2]] = True
- Set Unit[A_Index[2]] = (Triggering unit)
- Custom script: call SetUnitAnimationByIndex(udg_Unit[udg_A_Index[2]], GetRandomInt(5, 6))
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Events
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Attack Loop
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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For each (Integer A_Index[A_Index[3]]) from 1 to A_Index[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
- (Life of Unit[A_Index[3]]) Less than 0.01
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Then - Actions
- Set A_Index[1] = (A_Index[1] - 1)
- Set TimingInt[A_Index[3]] = 0
- Set A_LoopIsOn[A_Index[3]] = False
- Animation - Reset Unit[A_Index[3]]'s animation
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- A_Index[1] Equal to 0
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Then - Actions
- Set A_Index[2] = 0
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- A_LoopIsOn[A_Index[3]] Equal to True
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Then - Actions
- Set TimingInt[A_Index[3]] = (TimingInt[A_Index[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
- TimingInt[A_Index[3]] Greater than 17
- TimingInt[A_Index[3]] Less than 25
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Then - Actions
- Set TempLoc = (Position of Unit[A_Index[3]])
- Set TempLoc2 = (TempLoc offset by 10.00 towards (Facing of Unit[A_Index[3]]) degrees)
- Set TempPoint = (TempLoc offset by 75.00 towards (Facing of Unit[A_Index[3]]) degrees)
- Set A_Region[A_Index[3]] = (Region centered at TempPoint with size (128.00, 128.00))
- Set A_UnitGroup[A_Index[3]] = (Units in A_Region[A_Index[3]])
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Unit Group - Pick every unit in A_UnitGroup[A_Index[3]] 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
- ((Picked unit) is alive) Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- K_Index[1] Equal to 0
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Then - Actions
- Trigger - Turn on Knockback <gen>
- Else - Actions
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If - Conditions
- Set K_Index[1] = (K_Index[1] + 1)
- Set K_Index[2] = (K_Index[2] + 1)
- Set K_LoopIsOn[K_Index[2]] = True
- Set K_Unit[K_Index[2]] = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- TimingInt[A_Index[3]] Equal to 25
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Then - Actions
- Unit - Cause Unit[A_Index[3]] to damage (Picked unit), dealing 50.00 damage of attack type Normal and damage type Normal
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Unit - Move Unit[A_Index[3]] instantly to TempLoc2
- Custom script: call RemoveLocation(udg_TempLoc)
- Custom script: call RemoveLocation(udg_TempLoc2)
- Custom script: call RemoveLocation(udg_TempPoint)
- Custom script: call RemoveRect(udg_A_Region[udg_A_Index[3]])
- Custom script: call DestroyGroup(udg_A_UnitGroup[udg_A_Index[3]])
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- TimingInt[A_Index[3]] Equal to 35
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Then - Actions
- Set A_Index[1] = (A_Index[1] - 1)
- Set TimingInt[A_Index[3]] = 0
- Set A_LoopIsOn[A_Index[3]] = False
- Animation - Reset Unit[A_Index[3]]'s animation
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- A_Index[1] Equal to 0
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Then - Actions
- Set A_Index[2] = 0
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
- Else - Actions
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If - Conditions
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer A_Index[A_Index[3]]) from 1 to A_Index[2], do (Actions)
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Events