I've made a simple fire nova using dummy units for the fire missiles. I also made it do damage, of course, and tested it in game. It worked fine when I used it, however not when the computer did. I made a trigger that gets a random integer between 1 and 15, and if it is 1 then the unit casts human - thunderclap (which is my basis). The unit casts the skill, however the fireball dummy units don't move. They do when I, myself click the skill, but not when the computer does. I am not using any "Player 1 Red" type triggers, all owning of unit style. Also, the damaging effect lasts after the fireballs are gone, and damage allies.
fire nova
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fire Nova
Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Set TempLoc = ((Position of (Triggering unit)) offset by 800.00 towards (36.00 x (Real((Integer A)))) degrees)
Set SpawnPoint = (Position of (Triggering unit))
Unit - Create 1 fire nova missile for (Owner of (Triggering unit)) at SpawnPoint facing TempLoc
Unit - Order (Last created unit) to Move To TempLoc
Unit - Add a 1.53 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: call RemoveLocation(udg_SpawnPoint)
fire nova damage
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units of type fire nova missile)) Greater than 0
Then - Actions
Unit Group - Pick every unit in (Units of type fire nova missile) and do (Actions)
Loop - Actions
Set DamagePoint = (Position of (Picked unit))
Unit - Cause (Picked unit) to damage circular area after 0.00 seconds of radius 100.00 at DamagePoint, dealing 25.00 damage of attack type Spells and damage type Normal
Custom script: call RemoveLocation(udg_DamagePoint)
Else - Actions
Help is appreciated.