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Shrapnel

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equals to Shrapnel (Hero) //This is first spell.

Actions


Set ShrapnelLoc[1] = Position of (Triggering Unit) //SharpnelLoc is a point variable with arrays enabled


Set ShrapnelLoc[2] = (Target point of ability being cast)


Unit - Create 1 dummy for Owner of (Triggering Unit) at ShrapnelLoc[1]


Unit - Add a 10 second expiration timer to (Last created unit)


Unit - Order (Last created unit) to Neutral Tinker - Cluster Rockets ShrapnelLoc[2]


Unit - Create 1 dummy for Owner of (Triggering Unit) at ShrapnelLoc[2]


Unit - Add Modified Tornado Aura to (Last Created Unit)


Unit - Add a "x" second expiration timber to (Last Created Unit) //x is (duration of third spell + 5)


Unit - Order (Last created unit) to Neutral Pitlord - Rain of Fire ShrapnelLoc[2]


-------- Below ones clear leaks -------


Custom script: call RemoveLocation[udg_ShrapnelLoc[1]]


Custom script: call RemoveLocation[udg_ShrapnelLoc[2]]
Ah yeah, thanks for that!@Love Seeker forgot to add lines to set the level of the dummy's abilities to match the level of the spell the hero casts. Without that, levelling up the skill will do nothing!
In general it's best not to have a separate dummy unit for each spell. Instead you can simply make one such unit and then add all the appropriate spells to it after you create it with a trigger. In this case it may be warranted if you need it to cast CR from the air, since setting a unit's fly height isn't truly instaneous (I believe).
The two fields to set to 0 are "cast point" and "cast backswing". It only needs Locust, not Invulnerable Locust is basically Invulnerable if the unit has it on it's ability list in the OE since no units or code can target, see, or find it without a direct reference or putting it in a unit group.