| 08-24-2006, 05:34 AM | #2 |
Huh? His trigger looks fine. I looked through it about four times. I made this, which is a little different from the one your friend made. I tested it and it does work. Maybe he missed something? NOTE: I based the ability off Blink, little did I know that Blink is probably hard-coded to ensure that it can never target an actual unit(setting the "Targets Allowed" field didn't work, no matter how many combinations I tried). Trigger: Blink Strike and AOE Damage
![]() Actions
![]() ![]() Set SpellDamage = ((1.50 + ((Real((Level of Blink Strike for (Casting unit)))) / 2.00)) x ((Real((Strength of (Casting unit) (Include bonuses)))) + (Real((Agility of (Casting unit) (Include bonuses))))))
![]() ![]() Set Temp_Group = (Units within 200.00 of (Position of (Target unit of ability being cast)) matching (((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True))
![]() ![]() Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast)), facing (Facing of (Target unit of ability being cast)) degrees
![]() ![]() Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing SpellDamage damage of attack type Spells and damage type Normal
![]() ![]() Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
![]() ![]() Wait 1.00 seconds
![]() ![]() Special Effect - Destroy (Last created special effect)
![]() ![]() Custom script: call DestroyGroup(udg_Temp_Group) |
