| 04-29-2007, 03:29 AM | #2 |
I think these: Trigger: ![]() Set TempPoint28[(Integer A)] = TempPoint9
![]() Custom script: call RemoveLocation( udg_TempPoint9 )Are conflicting with this: Trigger: Unit - Order VolleysDummy[(Integer A)] to Human Blood Mage - Flame Strike TempPoint28[(Integer A)] |
| 04-29-2007, 05:01 AM | #3 |
hmm.. why do you think those would be conflicting? after temppoint28[] is created, it doesn't matter what heppens to temppoint9. |
| 04-29-2007, 05:39 AM | #4 |
because it looks like TempPoint28[] is being cleared before the flamestrike is ordered. Everything else seems ok, thats the only thing I see offhand that might be causing the flamestrike to fizzle. |
| 04-29-2007, 05:52 AM | #5 |
Trigger: Custom script: call RemoveLocation(udg_TempPoint28[GetForLoopIndexA()]) |
| 04-29-2007, 10:55 AM | #6 |
Zwan is correct. Trigger: Set TempPoint9 = (TempPoint10 offset by (Random real number between 0.00 and 400.00) towards (Random angle) degrees)
![]() Set TempPoint28[(Integer A)] = TempPoint9You set TempPoint28 TO TempPoint9, which means they are pointing to the same handle. So when you remove TempPoint9, TempPoint28 now points to a removed handle. To fix the spell you can just remove this line: Trigger: Custom script: call RemoveLocation( udg_TempPoint9 ) |
| 04-29-2007, 04:59 PM | #7 |
My map currently has about 100 variables, i like to keep them generic -.-' Thanks, I didnt realize that setting a variable to a variable acts like that, ill just have to change the position of that line. EditL The Reason why its so messy is because its actually a modification of another ability. It was originally just firing the arrows, and I tried to add in the explosions without touching the basic trigger. |
