The idea of the spell is as follows :
A dummy unit with the model of a knight will shoot out of the caster and stun (cast a dummy abillity based on firebolt /neutral hostile/) units it passes by. Everything works except he doesnt use the abillity and noone gets stunned :/ ....I tried to change the dummy abillity to Storm Bolt, tried to change the casting range but nothing worked. Please have a look at the trigger. (btw I tried using hashtables for the first time in this one, but I still cant find any error)
A dummy unit with the model of a knight will shoot out of the caster and stun (cast a dummy abillity based on firebolt /neutral hostile/) units it passes by. Everything works except he doesnt use the abillity and noone gets stunned :/ ....I tried to change the dummy abillity to Storm Bolt, tried to change the casting range but nothing worked. Please have a look at the trigger. (btw I tried using hashtables for the first time in this one, but I still cant find any error)
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Melee Initialization
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Events
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Map initialization
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Conditions
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Actions
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Player - Turn Gives bounty On for Player 12 (Brown)
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Melee Game - Use melee time of day (for all players)
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Player - Set Player 1 (Red) Food cap to 5
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Player - Set Player 1 (Red) Current gold to 1000
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Player - Set Player 2 (Blue) Food cap to 5
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Player - Set Player 2 (Blue) Current gold to 1000
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Player - Set Player 3 (Teal) Food cap to 5
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Player - Set Player 3 (Teal) Current gold to 1000
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Player - Set Player 4 (Purple) Food cap to 5
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Player - Set Player 4 (Purple) Current gold to 1000
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Player - Set Player 5 (Yellow) Food cap to 5
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Player - Set Player 5 (Yellow) Current gold to 1000
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Hashtable - Create a hashtable
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Set GR_hash = (Last created hashtable)
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Hashtable - Create a hashtable
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Set MC_hash = (Last created hashtable)
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GhostRider
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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 Ghost Rider
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Actions
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Set GR_aoe = 300.00
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Set GR_caster = (Casting unit)
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Set GR_Level = (Level of Ghost Rider for GR_caster)
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Set GR_time = 6.00
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Hashtable - Save GR_Level as 1 of (Key (Casting unit)) in GR_hash
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Hashtable - Save GR_time as 2 of (Key (Casting unit)) in GR_hash
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Unit - Create 1 Ghost for (Owner of GR_caster) at (Position of GR_caster) facing (Target point of ability being cast)
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Set GR_ghost = (Last created unit)
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Unit - Make GR_ghost Invulnerable
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Unit - Turn collision for GR_ghost Off
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Animation - Queue GR_ghost's Walk animation
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Animation - Change GR_ghost's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
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Hashtable - Save Handle OfGR_ghost as 3 of (Key (Casting unit)) in GR_hash
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Unit Group - Add GR_caster to GR_CastGroup
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Sound - Play ShadePissed1 <gen> at 100.00% volume, attached to GR_ghost
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Trigger - Turn on GRPeriod <gen>
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GRPeriod
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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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Unit Group - Pick every unit in GR_CastGroup and do (Actions)
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Loop - Actions
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Set GR_Level = (Load 1 of (Key (Picked unit)) from GR_hash)
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Set GR_time = (Load 2 of (Key (Picked unit)) from GR_hash)
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Set GR_ghost = (Load 3 of (Key (Picked unit)) in GR_hash)
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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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GR_time Greater than 0.00
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Then - Actions
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Set GR_GhPoint = (Position of GR_ghost)
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Unit - Move GR_ghost instantly to ((Position of GR_ghost) offset by 15.00 towards (Facing of GR_ghost) degrees)
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Animation - Queue GR_ghost's Walk animation
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Unit - Set level of Ghost Stun for GR_ghost to GR_Level
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Unit Group - Pick every unit in (Units within GR_aoe of GR_GhPoint matching (((Picked unit) belongs to an enemy of (Owner of GR_ghost)) Equal to True)) and do (Actions)
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Loop - Actions
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Unit - Order GR_ghost to Neutral - Firebolt (Picked unit)
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Hashtable - Save (GR_time - 0.15) as 2 of (Key (Picked unit)) in GR_hash
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Else - Actions
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Hashtable - Clear all child hashtables of child (Key (Picked unit)) in GR_hash
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Special Effect - Create a special effect at (Position of GR_ghost) using Units\NightElf\Wisp\WispExplode.mdl
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Unit Group - Remove (Picked unit) from GR_CastGroup
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Trigger - Turn off (This trigger)
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Unit - Remove GR_ghost from the game
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Special Effect - Destroy (Last created special effect
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