I have problem with one of the spells i created:
Trigger:
Crap

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Rage Lord's Call [T]


(Level of Thunder Rages for (Triggering unit)) Equal to 1

Actions


For each (Integer A) from 1 to 3, do (Actions)



Loop - Actions




Unit - Create 1 effect-light [4] for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees




Animation - Change (Last created unit)'s size to ((260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%) of its original size




Wait 0.25 seconds


Unit - Remove Thunder Rages from (Triggering unit)


Unit - Create 1 Rage Lord's Call for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees


Set RLC[(Player number of (Owner of (Triggering unit)))] = (Last created unit)


Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 65.00% transparency


Animation - Change (Last created unit)'s size to ((10.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 3.00))%, (10.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 3.00))%, (10.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 3.00))%) of its original size


For each (Integer A) from 1 to 3, do (Actions)



Loop - Actions




Unit - Create 1 effect-light [4] for Neutral Passive at (Position of RLC[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees




Animation - Change (Last created unit)'s size to ((260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%) of its original size




Wait 0.25 seconds


For each (Integer A) from 1 to 4, do (Actions)



Loop - Actions




Unit Group - Pick every unit in (Random 1 units from (Units within 1300.00 of (Position of RLC[(Player number of (Owner of (Triggering unit)))]) matching (((Matching player) is an enemy of (Owner of (Triggering unit))) Equal to True))) and do (Actions)





Loop - Actions






Unit - Make RLC[(Player number of (Owner of (Triggering unit)))] face (Picked unit) over 0.00 seconds






Animation - Play RLC[(Player number of (Owner of (Triggering unit)))]'s spell animation






Unit - Create 1 effect-light [35] for Neutral Passive at (Position of (Picked unit)) facing Default building facing degrees






Wait 0.80 seconds






Unit - Create 1 effect-light [33] for Neutral Passive at (Position of (Picked unit)) facing Default building facing degrees






Set CH_Group = (Units within 380.00 of (Position of (Picked unit)) matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True))))






Unit Group - Pick every unit in CH_Group and do (Actions)







Loop - Actions








Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Real((Level of Rage Lord's Call [T] for (Triggering unit)))) x ((Real(Spell_Damage[(Player number of (Owner of (Triggering unit)))])) + 8.00)) damage of attack type Spells and damage type Normal








Custom script: call DestroyGroup(udg_CH_Group)






Wait 1.20 seconds


Wait 1.20 seconds


For each (Integer A) from 1 to 3, do (Actions)



Loop - Actions




Unit - Create 1 effect-light [4] for Neutral Passive at (Position of RLC[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees




Animation - Change (Last created unit)'s size to ((260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%) of its original size




Wait 0.25 seconds


Unit - Remove RLC[(Player number of (Owner of (Triggering unit)))] from the game


For each (Integer A) from 1 to 3, do (Actions)



Loop - Actions




Unit - Create 1 effect-light [4] for Neutral Passive at (Position of RLC[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees




Animation - Change (Last created unit)'s size to ((260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%, (260.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 15.00))%) of its original size




Wait 0.25 seconds
This trigger supporsed to create some effects then creat a unit that will blast 1 random unit withn 1300 range of it 4 times and then create some specical effects and remove this unit.
my problem is thats skipping the blast part of the trigger:
and just creating the unit and deleting it...what craped here?
