Mình mới tập làm MUI bắt chước 1 cái spell MUI khác,mà sao chỉ xài được 1 lần,xài lần thứ 2 là không có gì,ai xem giúp mình trigger dưới
Mã:
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Quyen Dieu Phi Khong
Actions
Set Int_QuyenDieu = (Int_QuyenDieu + 1)
Set Unt_QuyenDieu[Int_QuyenDieu] = (Triggering unit)
Set Deg_QuyenDieu[Int_QuyenDieu] = (Facing of Unt_QuyenDieu[Int_QuyenDieu])
Set Loc_QuyenDieu1[1] = (Position of Unt_QuyenDieu[Int_QuyenDieu])
Set Tik_QuyenDieu[Int_QuyenDieu] = (25 + (5 x (Level of Quyen Dieu Phi Khong for Unt_QuyenDieu[Int_QuyenDieu])))
Unit - Turn collision for Unt_QuyenDieu[Int_QuyenDieu] Off
Special Effect - Create a special effect attached to the (hand + left) of Unt_QuyenDieu[Int_QuyenDieu] using Abilities\Weapons\IllidanMissile\IllidanMissile.mdl
Set q1 = (Last created special effect)
Special Effect - Create a special effect attached to the (hand + right) of Unt_QuyenDieu[Int_QuyenDieu] using Abilities\Weapons\IllidanMissile\IllidanMissile.mdl
Set q2 = (Last created special effect)
Special Effect - Create a special effect attached to the foot of Unt_QuyenDieu[Int_QuyenDieu] using Abilities\Weapons\IllidanMissile\IllidanMissile.mdl
Set q3 = (Last created special effect)
Special Effect - Create a special effect attached to the chest of Unt_QuyenDieu[Int_QuyenDieu] using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdl
Set q4 = (Last created special effect)
Special Effect - Create a special effect attached to the origin of Unt_QuyenDieu[Int_QuyenDieu] using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdl
Set q5 = (Last created special effect)
Animation - Change Unt_QuyenDieu[Int_QuyenDieu]'s vertex coloring to (0.00%, 100.00%, 0.00%) with 40.00% transparency
Custom script: call RemoveLocation(udg_Loc_QuyenDieu1[1])
Trigger - Turn on Quyen Dieu Slide <gen>
Wait (0.01 x (Real(Tik_QuyenDieu[Int_QuyenDieu]))) seconds
Unit - Turn collision for Unt_QuyenDieu[Int_QuyenDieu] On
Animation - Change Unt_QuyenDieu[Int_QuyenDieu]'s vertex coloring to (0.00%, 100.00%, 0.00%) with 0.00% transparency
Special Effect - Destroy q1
Special Effect - Destroy q2
Special Effect - Destroy q3
Special Effect - Destroy q4
Special Effect - Destroy q5
Mã:
Events
Time - Every 0.01 seconds of game time
Actions
For each (Integer QD) from 1 to Int_QuyenDieu, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Tik_QuyenDieu[QD] Less than or equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Skip remaining actions
Set Unt_QuyenDieu[QD] = No unit
Set Int_QuyenDieu = 0
Else - Actions
Set Tik_QuyenDieu[QD] = (Tik_QuyenDieu[QD] - 1)
Set Loc_QuyenDieu1[1] = (Position of Unt_QuyenDieu[QD])
Set Loc_QuyenDieu2[1] = (Loc_QuyenDieu1[1] offset by 20.00 towards Deg_QuyenDieu[QD] degrees)
Unit - Move Unt_QuyenDieu[QD] instantly to Loc_QuyenDieu2[1], facing Deg_QuyenDieu[QD] degrees
Set UnitGroupArray[53] = (Units within 170.00 of Loc_QuyenDieu2[1] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of Unt_QuyenDieu[QD])) Equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching un
Unit Group - Pick every unit in UnitGroupArray[53] and do (Actions)
Loop - Actions
Unit - Cause Unt_QuyenDieu[QD] to damage (Picked unit), dealing (5.00 x (Real((Level of Quyen Dieu Phi Khong for Unt_QuyenDieu[QD])))) damage of attack type Chaos and damage type Divine
Special Effect - Create a special effect attached to the head of (Picked unit) using Abilities\Spells\Other\Cleave\CleaveDamageTarget.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation(udg_Loc_QuyenDieu1[1])
Custom script: call RemoveLocation(udg_Loc_QuyenDieu2[2])
Custom script: call DestroyGroup (udg_UnitGroupArray[53])
Và mình làm 2slot ob ở map HD nhưng dẫn đến tình trạng ob có visibility thành ra 2 team vẫn có thể nhìn thấy bên kia khi đang invi mà ko cần tới dust,khắc phục sự cố này như nào hở mọi ng ?