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Why doesn't this damage these units?

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Feb 23, 2010
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Why doesn't this damage units in the group I made?

  • [SIZE="1"]For each (Integer A) from 1 to 8, do (Actions)
    • Loop - Actions
      • Wait 0.01 seconds
      • Set Blizzard_CastingAngle = (Blizzard_CastingAngle + 45.00)
      • Set Blizzard_SpellTravelPoint = (Blizzard_Caster_Pos offset by 100.00 towards Blizzard_CastingAngle degrees)
      • Unit - Create 1 Dummy [Shards] for (Owner of Blizzaga_Caster) at Blizzard_SpellTravelPoint facing Blizzard_CastingAngle degrees
      • Set Blizzard_Phase2_SFX = (Last created unit)
      • Unit - Add a 2.00 second Generic expiration timer to Blizzard_Phase2_SFX
      • Animation - Change Blizzard_Phase2_SFX's size to ((100.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (100.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (100.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%) of its original size
      • Unit - Order (Last created unit) to Move To Blizzard_SpellTravelPoint
      • Custom script: call RemoveLocation( udg_Blizzard_SpellTravelPoint)[/SIZE]
      • [B]Unit Group - Pick every unit in (Units within 300.00 of (Position of Blizzard_Phase2_SFX)) and do (Actions)
        • Loop - Actions
          • Unit Group - Add ([COLOR="Lime"]Matching unit[/COLOR]) to Blizzard_TempUnitGroup
      • Unit Group - Pick every unit in Blizzard_TempUnitGroup and do (Actions)
        • Loop - Actions
          • [COLOR=Red]Unit - Cause Blizzaga_Caster to damage (Picked unit), dealing Blizzard_Damage damage of attack type Spells and damage type Normal[/COLOR]
          • Custom script: call DestroyGroup( udg_Blizzard_TempUnitGroup )

[/B]EDIT: Oh duh nvrm. I fixed it.
Unit Group - Add (Matching unit) to Blizzard_TempUnitGroup
Shoulda been picked unit... :p

EDIT2: Now it only damages them once.
 
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