• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!

Y u no attack picked unit!?!?

Status
Not open for further replies.
Level 18
Joined
May 11, 2012
Messages
2,103
  • Lightning Ball
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Lightning Ball
    • Actions
      • Set LightningBall_TrigUnit = (Triggering unit)
      • Set LightningBall_TrigUnitLoc = (Position of LightningBall_TrigUnit)
      • Set TempPoint = (LightningBall_TrigUnitLoc offset by 256.00 towards 0.00 degrees)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Lightning Ball for LightningBall_TrigUnit) Equal to 1
        • Then - Actions
          • Unit - Create 1 Lightning Ball (Level 1) for (Owner of LightningBall_TrigUnit) at TempPoint facing Default building facing degrees
          • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
          • Unit - Turn collision for (Last created unit) Off
          • Unit - Make (Last created unit) Invulnerable
          • Set LightningBall_Dummy = (Last created unit)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Lightning Ball for LightningBall_TrigUnit) Equal to 2
            • Then - Actions
              • Unit - Create 1 Lightning Ball (Level 2) for (Owner of LightningBall_TrigUnit) at TempPoint facing Default building facing degrees
              • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
              • Unit - Turn collision for (Last created unit) Off
              • Unit - Make (Last created unit) Invulnerable
              • Set LightningBall_Dummy = (Last created unit)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Lightning Ball for LightningBall_TrigUnit) Equal to 3
                • Then - Actions
                  • Unit - Create 1 Lightning Ball (Level 3) for (Owner of LightningBall_TrigUnit) at TempPoint facing Default building facing degrees
                  • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
                  • Unit - Turn collision for (Last created unit) Off
                  • Unit - Make (Last created unit) Invulnerable
                  • Set LightningBall_Dummy = (Last created unit)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of Lightning Ball for LightningBall_TrigUnit) Equal to 4
                    • Then - Actions
                      • Unit - Create 1 Lightning Ball (Level 4) for (Owner of LightningBall_TrigUnit) at TempPoint facing Default building facing degrees
                      • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
                      • Unit - Turn collision for (Last created unit) Off
                      • Unit - Make (Last created unit) Invulnerable
                      • Set LightningBall_Dummy = (Last created unit)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Level of Lightning Ball for LightningBall_TrigUnit) Equal to 5
                        • Then - Actions
                          • Unit - Create 1 Lightning Ball (Level 5) for (Owner of LightningBall_TrigUnit) at TempPoint facing Default building facing degrees
                          • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
                          • Unit - Turn collision for (Last created unit) Off
                          • Unit - Make (Last created unit) Invulnerable
                          • Set LightningBall_Dummy = (Last created unit)
                        • Else - Actions
      • Custom script: call RemoveLocation(udg_LightningBall_TrigUnitLoc)
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Trigger - Turn on Lightning Ball Moving <gen>
      • Trigger - Turn on Lightning Ball Damage <gen>
      • Wait 15.00 seconds
      • Trigger - Turn off Lightning Ball Moving <gen>
      • Trigger - Turn off Lightning Ball Damage <gen>
  • Lightning Ball Moving
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set LightningBall_Spinning = (LightningBall_Spinning + 5.00)
      • Set LightningBall_TrigUnitLoc = (Position of LightningBall_TrigUnit)
      • Set LightningBall_DummyPosition = (Position of LightningBall_Dummy)
      • Set LightningBall_Moving = (LightningBall_TrigUnitLoc offset by 256.00 towards LightningBall_Spinning degrees)
      • Unit - Move LightningBall_Dummy instantly to LightningBall_Moving
      • Custom script: call RemoveLocation(udg_LightningBall_TrigUnitLoc)
      • Custom script: call RemoveLocation(udg_LightningBall_DummyPosition)
      • Custom script: call RemoveLocation(udg_LightningBall_Moving)
  • Lightning Ball Damage
    • Events
      • Time - Every 0.60 seconds of game time
    • Conditions
    • Actions
      • Set LightningBall_DummyPosition = (Position of LightningBall_Dummy)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Random 1 units from (Units within 400.00 of LightningBall_DummyPosition)) and do (Actions)
        • Loop - Actions
          • Unit - Order LightningBall_Dummy to Attack (Picked unit)
      • Custom script: call RemoveLocation(udg_LightningBall_DummyPosition)
in here the dummy unit doesn't attack picked unit (the dummy is locust, tried removing locust, but still doesn't attacks) help..
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
No, it should be via Custom script:
  • Custom script: call SetUnitX(udg_LightningBall_Dummy, GetLocationX(udg_LightningBall_Moving))
Also, you're missing 1 more ')' at behind of the script.

Don't forget to do SetUnitY too, okay ?
  • Custom script: call SetUnitX(blablabla)
  • Custom script: call SetUnitY(blablabla)
For SetUnitY, just change all 'X' into 'Y' - such as GetLocationY instead of GetLocationX
 
Status
Not open for further replies.
Top