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Triggered Burrow Blink Ability

06-25-2007, 01:00 AM#1
Castlemaster
I'm trying to make the crypt lord burrow, then "teleport" to another point immediately and impale his current target. The trigger looks likes this
Trigger:
Then - Actions
Unit - Pause WaveMonsterNumber[1]
Animation - Play WaveMonsterNumber[1]'s Morph animation
Wait 0.70 game-time seconds
Unit - Hide WaveMonsterNumber[1]
Wait 1.50 game-time seconds
Set WaveMonsterTarget[1] = (Random unit from GladiatorAlive)
Set TempPoint = ((Position of WaveMonsterTarget[1]) offset by 100.00 towards (Random angle) degrees)
Unit - Move WaveMonsterNumber[1] instantly to TempPoint
Animation - Play WaveMonsterNumber[1]'s Morph Defend animation
Unit - Unhide WaveMonsterNumber[1]
Wait 0.70 game-time seconds
Unit - Unpause WaveMonsterNumber[1]
Unit - Order WaveMonsterNumber[1] to Undead Crypt Lord - Impale TempPoint
Custom script: call RemoveLocation (udg_TempPoint)
Set WaveCountingTimer = 0

WaveMonsterNumber[1] is a predefined user global variable.
After the burrow (morph) animation, the unit will simply be paused and other units will interact with it. The hide function will not even play.

Thanks ahead of time

EDIT: I changed the trigger
06-25-2007, 02:04 AM#2
Pyrogasm
Well, the first animation line is wrong; it should be
Trigger:
Animation - Play (WaveMonsterNumber[1])'s Morph animation
When you say "impale his current target", what exactly do you mean by "current target"? The way you have it will move the Crypt Lord to a random point 100.00 distance from his current location (that line leaks a point, by-the-way) and then impale in the direction he's facing. There's no target unit in that at all.
06-25-2007, 03:09 AM#3
Castlemaster
D'oh that fixed it Pyro, thanks for the help.

As far as the leak you noticed, I have the "call:remove location...." command at the bottom of the trigger. Would that not remedy the leak?
06-25-2007, 06:19 AM#4
Pyrogasm
"Set TempPoint = ((Position of WaveMonsterTarget[1]) offset by 100.00 towards (Random angle) degrees)"