| 05-24-2008, 02:53 PM | #2 |
I havent read it all, but you seem to remove the dummy unit right after issuing cast order. This will obviously not work since the unit needs some time to throw the bolt. You will have to add the dummy unit into a global group and create another trigger that deletes the units in that group every x seconds (you can also give the dummy unit a custom value and decrease it in that trigger and remove the unit when the value reaches zero). |
| 05-24-2008, 03:42 PM | #3 |
no it dosn't delete the casting unit the unit is stuned after the hit but no knockback from the spell |
| 05-24-2008, 06:09 PM | #4 |
Oh sorry misread. Ok, then. Where do you set the "knock" variable? |
| 05-24-2008, 07:42 PM | #5 |
what you mean? |
| 05-24-2008, 08:09 PM | #6 |
He was probably referring to this line: Trigger: Set Knockback_Group = knock |
| 05-24-2008, 08:32 PM | #7 |
Yes this is the only line where variable "knock" comes up. Probably this is the problem (since the group you knock back ends up being empty). |
| 05-25-2008, 06:26 PM | #8 |
ok fixed that stuped problem but now it only works for 1 hit then the knockback isn't working |
| 05-25-2008, 06:31 PM | #9 | |
Quote:
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| 05-26-2008, 12:28 PM | #10 |
What? Globals aren't supposed to be nulled, well, you can null them, but it has no effect (because non-nulled globals don't leak). I hate GUI, I really suck at it. I'm here just to make wise statements. |
| 05-26-2008, 02:03 PM | #11 | |
Quote:
Seriusly? I didn't knew GUI was that.. boring (don't know what else to say). |
| 05-26-2008, 07:57 PM | #12 |
ok so NOBODY here can't help me? |
| 05-26-2008, 09:30 PM | #13 |
It will help if you fix the code here also and not just in your map, because it's useful to know what that "knock" thing should actually be. I'll look at it tomorrow. |
