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Conditions:
(Ability being cast) equal to -my spell-
Actions:
Unit - cause (triggering unit) to damage (target unit of ability being cast), dealing -dmg- damage of attack type chaos and damage type normal
Animation - change (Target unit ability being cast)`s vertex coloring to (-my things-) with -my thing- transparency
Special Effect - Create a special effect attached to the -my thing- of (Target unit of ability being cast) using -choosed model-
okay my problem is this:
i have used special effect and dmg trigger and its works just one time trigger is like "special effect dmg and change color to being cast unit" then wait 2 second and its do it again but it doesnt work "special effect and dmg" comes just only one time
(-special question-)
how i can "show" the trigger like kingz ?
Copy your trigger as an text and post it here, replace spell names an variables if you think it is needed.
To show your posts like trigger simply click the trigger icon just right from bold,italic and all that font customizing buttons.
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Chaos and damage type Normal
Animation - Change (Target unit of ability being cast)'s vertex coloring to (100.00%, 75.00%, 75.00%) with 0.00% transparency
Special Effect - Create a special effect attached to the chest of (Target unit of ability being cast) using Objects\Spawnmodels\Undead\UndeadLargeDeathExplode\UndeadLargeDeathExplode.mdl
Wait 2.00 seconds
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Spells and damage type Normal
Animation - Change (Target unit of ability being cast)'s vertex coloring to (100.00%, 50.00%, 50.00%) with 0.00% transparency
Special Effect - Create a special effect attached to the chest of (Target unit of ability being cast) using Objects\Spawnmodels\Undead\UndeadLargeDeathExplode\UndeadLargeDeathExplode.mdl
Wait 2.00 seconds
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Spells and damage type Normal
Animation - Change (Target unit of ability being cast)'s vertex coloring to (100.00%, 25.00%, 25.00%) with 0.00% transparency
Special Effect - Create a special effect attached to the chest of (Target unit of ability being cast) using Objects\Spawnmodels\Undead\UndeadLargeDeathExplode\UndeadLargeDeathExplode.mdl
Wait 2.00 seconds
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the chest of (Target unit of ability being cast) using Objects\Spawnmodels\Undead\UndeadLargeDeathExplode\UndeadLargeDeathExplode.mdl
Animation - Change (Target unit of ability being cast)'s vertex coloring to (100.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 2.00 seconds
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Spells and damage type Normal
Animation - Change (Target unit of ability being cast)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Special Effect - Create a special effect attached to the chest of (Target unit of ability being cast) using Objects\Spawnmodels\Undead\UndeadLargeDeathExplode\UndeadLargeDeathExplode.mdl
you should store the (Target Unit of ability being cast) into a variable like this :
Actions
Set UnitX = (Target Unit of ability being cast)
at the beginning of you Actions ,and instead of using (Target Unit of ability being cast) always as the target of your functions use UnitX or whatever...this should fix your problem because when you use the wait function the (Target Unit of ability being cast) is set to null I think or something like that,just try this and tell me what happens ^^
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