- Joined
- Aug 18, 2011
- Messages
- 73
hello everyone
i tried to create an Gui spell yesterday, there is a problem on it but this should work well cuz i create 2part of it from my last spell which is working well
the problem is my dummy unit wont do the order it just move instantly to target
please help me to solve it
i tried to create an Gui spell yesterday, there is a problem on it but this should work well cuz i create 2part of it from my last spell which is working well
the problem is my dummy unit wont do the order it just move instantly to target
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Arcane Blast
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Arcane Beacon
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Actions
- -------- Setting --------
- Set Spells_AB_Caster = (Triggering unit)
- Set Spells_AB_Owner = (Owner of Spells_AB_Caster)
- Set Spells_AB_Point1 = (Position of Spells_AB_Caster)
- Set Spells_AB_TargetUnit = (Target unit of ability being cast)
- Unit Group - Add Spells_AB_TargetUnit to Spells_AB_TargetGroup
- Set Spells_AB_Point2 = (Position of Spells_AB_TargetUnit)
- Set Spells_AB_Level = (Level of (Ability being cast) for Spells_AB_Caster)
- Unit - Create 1 AB_Dummy for Spells_AB_Owner at Spells_AB_Point1 facing Default building facing degrees
- Set Spells_AB_Dummy = (Last created unit)
- Unit Group - Add (Last created unit) to Spells_AB_Group
- Unit - Turn collision for Spells_AB_Dummy Off
- Set Spells_AB_DmgPerHit = (Real(((Intelligence of Spells_AB_Caster (Include bonuses)) x ((Integer(3.50)) x (Level of (Ability being cast) for Spells_AB_Caster)))))
- -------- HashTables --------
- Hashtable - Save Handle OfSpells_AB_Caster as 1 of (Key (Last created unit)) in Hash
- Hashtable - Save Handle OfSpells_AB_Owner as 2 of (Key (Last created unit)) in Hash
- Hashtable - Save Handle OfSpells_AB_Point1 as 3 of (Key (Last created unit)) in Hash
- Hashtable - Save Handle OfSpells_AB_TargetUnit as 4 of (Key (Last created unit)) in Hash
- Hashtable - Save Handle OfSpells_AB_Point2 as 5 of (Key (Last created unit)) in Hash
- Hashtable - Save Spells_AB_Level as 6 of (Key (Last created unit)) in Hash
- Hashtable - Save Handle OfSpells_AB_Dummy as 7 of (Key (Last created unit)) in Hash
- Hashtable - Save Spells_AB_DmgPerHit as 8 of (Key (Last created unit)) in Hash
- -------- Extras --------
- Trigger - Turn on Arcane Blast Loop <gen>
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Events
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Arcane Blast Loop
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Events
- Time - Every 0.03 seconds of game time
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Conditions
- (Number of units in Spells_AB_Group) Greater than 0
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Actions
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Unit Group - Pick every unit in Spells_AB_Group and do (Actions)
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Loop - Actions
- -------- Loading HashTables --------
- Set Spells_AB_Dummy = (Picked unit)
- Set Spells_AB_Caster = (Load 1 of (Key (Picked unit)) in Hash)
- Set Spells_AB_Owner = (Load 2 of (Key (Picked unit)) in Hash)
- Set Spells_AB_Point1 = (Load 3 of (Key (Picked unit)) in Hash)
- Set Spells_AB_TargetUnit = (Load 4 of (Key (Picked unit)) in Hash)
- Set Spells_AB_Point2 = (Load 5 of (Key (Picked unit)) in Hash)
- Set Spells_AB_Level = (Load 6 of (Key (Picked unit)) from Hash)
- Set Spells_AB_DmgPerHit = (Load 8 of (Key (Picked unit)) from Hash)
- -------- Cast --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Spells_AB_Caster is alive) Equal to True
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Then - Actions
- Animation - Change Spells_AB_Dummy's animation speed to 200.00% of its original speed
- Unit - Order Spells_AB_Dummy to Orc Tauren Chieftain - Shockwave Spells_AB_Point2
- Unit - Move Spells_AB_Dummy instantly to Spells_AB_Point2
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Else - Actions
- -------- Remove Track --------
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Unit Group - Pick every unit in Spells_AB_Group and do (Actions)
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Loop - Actions
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Hash
- Custom script: call RemoveLocation(udg_Spells_AB_Point1)
- Custom script: call RemoveLocation(udg_Spells_AB_Point2)
- Custom script: call DestroyGroup (udg_Spells_AB_Group)
- Trigger - Turn off (This trigger)
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Loop - Actions
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If - Conditions
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Loop - Actions
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Unit Group - Pick every unit in Spells_AB_Group and do (Actions)
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Events
please help me to solve it
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