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[Trigger] No +REP as I only have 1 - Skills got problem

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Level 4
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Sep 12, 2008
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111
Sorry....I can really give you the REP if you want to =) Just help me to solve those stupid problems.........
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Flame Strike
  • Actions
    • Set Target_Ability = (Target point of ability being cast)
    • Set Special_Inter = (Special_Inter + 1)
    • Set Picked_Point = (Position of (Picked unit))
    • Set Unit_Group = (Units within 250.00 of Target_Ability matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A ground unit) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True))))
    • Unit Group - Pick every unit in Unit_Group and do (Actions)
      • Loop - Actions
        • Special Effect - Create a special effect at Picked_Point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
        • Set Special_Effect[Special_Inter] = (Last created special effect)
        • Unit - Cause (Casting unit) to damage circular area after 0.00 seconds of radius 250.00 at Target_Ability, dealing 0.00 damage of attack type Hero and damage type Normal
        • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00)
    • Custom script: call DestroyGroup (udg_Unit_Group)
    • Custom script: call RemoveLocation (udg_Target_Ability)
    • Custom script: call RemoveLocation (udg_Picked_Point)
It doesn't have the Special Effect on the Picked_Point...???

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Replenish
  • Actions
    • Set Position_Caster = (Position of (Casting unit))
    • Set Picked_Point = (Position of (Picked unit))
    • Set Target_Ability = (Target point of ability being cast)
    • Set Special_Inter = (Special_Inter + 1)
    • Set Position_Caster_Dmg = (Region centered at Position_Caster with size (500.00, 500.00))
    • Set Replenish = (Units in Position_Caster_Dmg matching ((Booleans_Ally Equal to True) and (Booleans_Alive Equal to True)))
    • Unit Group - Pick every unit in Replenish and do (Actions)
      • Loop - Actions
        • Special Effect - Create a special effect at Picked_Point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
        • Set Special_Effect[Special_Inter] = (Last created special effect)
        • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 200.00)
    • Custom script: call DestroyGroup (udg_Replenish)
    • Custom script: call RemoveLocation (udg_Position_Caster)
    • Custom script: call RemoveRect (udg_Position_Caster_Dmg)
    • Trigger - Run Spell Effect Buffer <gen> (ignoring conditions)
It does not have Special Effect and it doesn't heal......

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Corpse Explosion
  • Actions
    • Set Position_Caster = (Position of (Casting unit))
    • Set Picked_Point = (Position of (Picked unit))
    • Set Target_Ability = (Target point of ability being cast)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Interger_Copy_1 Equal to 50
      • Then - Actions
        • Set Interger_Copy_1 = 0
      • Else - Actions
    • Set Interger_Copy_1 = (Interger_Copy_1 + 1)
    • Set Unit_Group = (Units within 500.00 of Position_Caster matching (((Matching unit) is dead) Equal to True))
    • Unit Group - Pick every unit in Unit_Group and do (Actions)
      • Loop - Actions
        • Unit - Create 1 Kaboom for (Owner of (Casting unit)) at Picked_Point facing Default building facing degrees
        • Unit - Remove (Picked unit) from the game
    • Set Unit_Type = Kaboom
    • Custom script: call DestroyGroup (udg_Unit_Group)
    • Set Unit_Group = (Units of type Unit_Type)
    • Unit Group - Pick every unit in Unit_Group and do (Actions)
      • Loop - Actions
        • Unit Group - Add (Picked unit) to dUMMY_Group[Interger_Copy_1]
        • Unit - Add a 1.00 second Animate Dead expiration timer to (Picked unit)
        • Custom script: call DestroyGroup (udg_Unit_Group)
    • Custom script: call DestroyGroup (udg_Unit_Group)
    • Set Unit_Group = (Units within 250.00 of Picked_Point matching ((Booleans_Enemy Equal to True) and ((Booleans_Alive Equal to True) and (((Matching unit) is A flying unit) Equal to False))))
    • Unit Group - Pick every unit in Unit_Group and do (Actions)
      • Loop - Actions
        • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 250.00)
    • Custom script: call DestroyGroup (udg_Unit_Group)
    • Custom script: call RemoveLocation (udg_Picked_Point)
It only removes the corpse but the "KABOOM" does not appear / create......

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Monsoon
  • Actions
    • Set Target_Ability = (Target point of ability being cast)
    • Set Picked_Destructibles = (Position of (Picked destructible))
    • Unit - Create 1 Lighting bolt BIG for (Owner of (Casting unit)) at Target_Ability facing Default building facing degrees
    • Unit - Add a 0.30 second Animate Dead expiration timer to (Last created unit)
    • Wait 0.30 seconds
    • Set Target_Ability = (Target point of ability being cast)
    • Set Unit_Type = Lighting bolt Small
    • Destructible - Pick every destructible within 300.00 of Target_Ability and do (Actions)
      • Loop - Actions
        • Unit - Create 1 Lighting bolt Small for (Owner of (Casting unit)) at Picked_Destructibles facing Default building facing degrees
        • Unit - Add a 0.30 second Animate Dead expiration timer to (Picked unit)
        • Destructible - Kill (Picked destructible)
    • Custom script: call RemoveLocation (udg_Target_Ability)
It will kill trees and create a Lighting Bolt Big but it won't create even a Lighting Bolt small......

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Summon Trees
  • Actions
    • Set Target_Ability = (Target point of ability being cast)
    • Set Position_Caster_Dmg = (Region centered at Target_Ability with size (300.00, 300.00))
    • Destructible - Create a Summer Tree Wall at (Random point in Position_Caster_Dmg) facing (Random angle) with scale 1.00 and variation 0
    • Destructible - Create a Summer Tree Wall at (Random point in Position_Caster_Dmg) facing (Random angle) with scale 1.00 and variation 0
    • Destructible - Create a Summer Tree Wall at (Random point in Position_Caster_Dmg) facing (Random angle) with scale 1.00 and variation 0
    • Destructible - Create a Summer Tree Wall at (Random point in Position_Caster_Dmg) facing (Random angle) with scale 1.00 and variation 0
    • Destructible - Create a Summer Tree Wall at (Random point in Position_Caster_Dmg) facing (Random angle) with scale 1.00 and variation 0
    • Destructible - Create a Summer Tree Wall at (Random point in Position_Caster_Dmg) facing (Random angle) with scale 1.00 and variation 0
    • Custom script: call RemoveLocation (udg_Target_Ability)
    • Custom script: call RemoveLocation (udg_Target_Ability)
    • Custom script: call RemoveRect (udg_Position_Caster_Dmg)
How do I make it spawn in order like an AOE Effect ???

If you wish to help me,thank you!!=)!!
I will make a avatar [WORD ANIMATION] for you if you wish to!!=)
 
For the first spell, Flame Strike, you've put the create Special Effect in the Pick Every Unit it ect. Put it below the Set Unit_Group=(ect) and should work:) For the second, either put it also below the Set Replanish=(ect) if you want it on a point, or if you want it on a unit, leave it where it is but put Create Special Effect on Unit not Point. As for the Not Healing, try to put the same conditions in the Set Replanish as I gave you in you last thread.:) For the third, there is no Picked_Point=Position of Picked Unit :) You first have to pick a Unit and then Set the Variable. Put in just before the Create 1 Kaboom at ect...
Hope it helps:)
 
somehow I dont like the name of this thread... no one forces you to give +rep so you shouldn't really put

No +REP as I only have 1 - Skills got problem

and also that can be seen somehow bad by other people... it kinda says like +rep is not for those who only help with 1 problem...

if you dont like to give +rep then don't, no one forces you to do so... ^^

giving rep is a matter of preference, some people give it only to those who helped a lot, some give it even if you just posted a simple comment, etc...
 
  • Flame Strike
    • Events
    • Conditions
    • Actions
      • Set TempPoint = (Target point of ability being cast)
      • Set TempGroup = (Units within 250.00 of TempPoint matching (((((Matching unit) is alive) Equal to True) and (((Matching unit) is A ground unit) Equal to True)) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Set TempPoint = (Position of (Picked unit))
          • Special Effect - Create a special effect at TempPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 200.00 damage of attack type Hero and damage type Normal
          • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyGroup(udg_TempGroup)
It works. You are setting the points wrong, like The DooM said. This applies to all the other triggers with Special Effect problems.
 
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