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[Trigger] Why wont this MUI spell Work?

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Level 9
Joined
Feb 3, 2008
Messages
106
I've Never ,ade MUI spells before, please tell me why this wont work.:cry:
FlashCut
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to |cff0000FFFlash Cut|r
Actions
Custom script: local unit udg_FUnit1
Custom script: local unit udg_FUnit2
Custom script: local location udg_FPoint1
Custom script: local location udg_FPoint2
Custom script: local integer udg_FLevel
Set FUnit1 = (Casting unit)
Set FUnit2 = (Target unit of ability being cast)
Set FPoint1 = (Position of FUnit2)
Set FPoint2 = (FPoint1 offset by 90.00 towards ((Facing of FUnit2) + 180.00) degrees)
Set FLevel = (Level of |cff0000FFFlash Cut|r for FUnit1)
Unit - Move FUnit1 instantly to FPoint2
Animation - Play FUnit1's Spell Slam animation
Special Effect - Create a special effect at FPoint1 using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause FUnit1 to damage FUnit2, dealing ((Real(FLevel)) x 50.00) damage of attack type Hero and damage type Normal
Custom script: call RemoveLocation(udg_FPoint1)
Custom script: call RemoveLocation(udg_FPoint2)
 
Level 17
Joined
Jun 28, 2008
Messages
776
You should wrap trigger tags around your trigger so it looks like this :

  • FlashCut
  • Events
  • Unit - A unit Starts the effect of an ability
  • Conditions
  • (Ability being cast) Equal to |cff0000FFFlash Cut|r
  • Actions
  • Custom script: local unit udg_FUnit1
  • Custom script: local unit udg_FUnit2
  • Custom script: local location udg_FPoint1
  • Custom script: local location udg_FPoint2
  • Custom script: local integer udg_FLevel
  • Set FUnit1 = (Casting unit)
  • Set FUnit2 = (Target unit of ability being cast)
  • Set FPoint1 = (Position of FUnit2)
  • Set FPoint2 = (FPoint1 offset by 90.00 towards ((Facing of FUnit2) + 180.00) degrees)
  • Set FLevel = (Level of |cff0000FFFlash Cut|r for FUnit1)
  • Unit - Move FUnit1 instantly to FPoint2
  • Animation - Play FUnit1's Spell Slam animation
  • Special Effect - Create a special effect at FPoint1 using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
  • Special Effect - Destroy (Last created special effect)
  • Unit - Cause FUnit1 to damage FUnit2, dealing ((Real(FLevel)) x 50.00) damage of attack type Hero and damage type Normal
  • Custom script: call RemoveLocation(udg_FPoint1)
  • Custom script: call RemoveLocation(udg_FPoint2)
With the tags it is easier to read (I think)

I don't know allot about MUI spells so I am not able to help you, sorry.
 
Level 10
Joined
Jun 1, 2008
Messages
485
You don't need local trigger at all in this trigger.
That's because this trigger run without delay (wait), this trigger is automatically MUI.

And, you only need 1 variable in this trigger (FPoint with array)
With other variable, You can just insert it without using variable. It doesn't leak.
And, you can refer to Caster using "Triggering Unit", it's more efficient i think.
 
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