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Triggers & Scripts In this forum you may ask for help on fixing a trigger or script. But if you need help getting started with a trigger, this is not the right place — use the World Editor Help Zone.

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Old 08-19-2012, 12:53 PM   #1 (permalink)
Registered User Zyne
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Casts at the same time

I have this spell (I didn't make it) that when I cast one of them, both spells activates at the same time, here is the triggers

Omnislash

Omnislash
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Omnislash
Actions
Set o = (Triggering unit)
Set t = (Target unit of ability being cast)
Set tl = (Position of t)
If ((Level of Omnislash for o) Equal to 1) then do (Set loops = 9) else do (Do nothing)
Unit - Make o Invulnerable
Animation - Change o's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
Selection - Remove o from selection
Unit - Pause (Casting unit)
Unit - Move o instantly to tl
Custom script: call RemoveLocation(udg_tl)
Animation - Play o's attack animation
Unit - Cause o to damage t, dealing (Random real number between 250.00 and 350.00) damage of attack type Hero and damage type Normal
Special Effect - Create a special effect attached to the chest of o using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
For each (Integer A) from 1 to loops, do (Actions)
Loop - Actions
Wait 0.30 game-time seconds
Set o_current_loc = (Position of o)
Set EG[1] = (Units within 600.00 of o_current_loc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of o)) Equal to True) and ((((Matching unit) is A flying
Set EG[2] = (Random 1 units from EG[1])
Custom script: call RemoveLocation(udg_o_current_loc)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in EG[1]) Greater than 0
Then - Actions
Unit Group - Pick every unit in EG[2] and do (Actions)
Loop - Actions
Set p = (Picked unit)
Set pl = (Position of p)
Selection - Remove o from selection
Unit - Pause (Casting unit)
Unit - Move o instantly to pl
Custom script: call RemoveLocation(udg_pl)
Animation - Play o's attack animation
Unit - Cause o to damage p, dealing (Random real number between 250.00 and 350.00) damage of attack type Hero and damage type Normal
Special Effect - Create a special effect attached to the chest of o using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call DestroyGroup(udg_EG[1])
Custom script: call DestroyGroup(udg_EG[2])
Else - Actions
Custom script: set bj_forLoopAIndex = bj_forLoopAIndexEnd + 1
Custom script: call DestroyGroup(udg_EG[1])
Custom script: call DestroyGroup(udg_EG[2])
Selection - Add o to selection for (Owner of o)
Animation - Change o's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Unit - Make o Vulnerable
Selection - Add o to selection for (Owner of o)
Animation - Change o's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Unit - Make o Vulnerable
Unit - Unpause (Casting unit)


5 Edges

5 Edges
FiveEdges
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to 5 Edges
Actions
Unit Group - Remove all units from fegroup
Set fereal = 500.00
Set fecaster = (Triggering unit)
Set fetarget = (Target unit of ability being cast)
Set fepoint = (Position of fetarget)
Unit - Pause fecaster
Unit - Pause fetarget
Unit - Hide fecaster
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Set fepoint2 = (fepoint offset by 500.00 towards (0.00 + (72.00 x (Real((Integer A))))) degrees)
Unit - Create 1 5 Edges Dummy for (Owner of fecaster) at fepoint2 facing fepoint
Unit Group - Add (Last created unit) to fegroup
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 60.00% transparency
Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
Special Effect - Destroy (Last created special effect)
Unit - Add a 1.75 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_fepoint2)
Trigger - Turn on FiveEdgesMovement <gen>
Wait 1.50 seconds
Trigger - Turn off FiveEdgesMovement <gen>
Unit - Unhide fecaster
Unit - Unpause fecaster
Unit - Unpause fetarget
Selection - Add fecaster to selection for (Owner of fecaster)
Animation - Play fecaster's stand ready animation
Wait 2.00 seconds
Animation - Reset fecaster's animation
Custom script: call RemoveLocation (udg_fepickedunit)
Custom script: call RemoveLocation (udg_fepoint)


5 Edges Movement
This is Initially Off
FiveEdgesMovement
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set fegroup = fegroup
Set fereal = (fereal - 9.00)
Unit Group - Pick every unit in fegroup and do (Actions)
Loop - Actions
Set fepickedunit = (Position of (Picked unit))
Set fepickedunit2 = (Picked unit)
Set fepoint3 = (fepickedunit offset by 10.00 towards (Facing of fepickedunit2) degrees)
Unit - Move (Picked unit) instantly to fepoint3, facing ((Facing of (Picked unit)) + 0.00) degrees
Set fedistance1 = (Distance between fepickedunit and fepoint)
Custom script: call RemoveLocation (udg_fepickedunit)
Custom script: call RemoveLocation (udg_fepoint3)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
fedistance1 Less than or equal to 150.00
Then - Actions
Animation - Change fepickedunit2's animation speed to 500.00% of its original speed
Animation - Queue fepickedunit2's attack animation
Animation - Play (Picked unit)'s attack animation
Unit - Cause fecaster to damage fetarget, dealing (((Real((Agility of fecaster (Include bonuses)))) x (Real((Level of 5 Edges for fecaster)))) / 16.00) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the chest of fetarget using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
Special Effect - Destroy (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
fedistance1 Less than or equal to 10.00
Then - Actions
Special Effect - Create a special effect attached to the origin of fepickedunit2 using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Skip remaining actions
Else - Actions
Do nothing
Animation - Queue fepickedunit2's walk animation
Animation - Play (Picked unit)'s walk animation


5 Edges Corpse Removal
Fiveedge corpse remove
Events
Unit - A unit Dies
Conditions
((Dying unit) is in fegroup) Equal to True
Actions
Wait 0.25 seconds
Unit - Remove (Dying unit) from the game
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Old 08-19-2012, 12:56 PM   #2 (permalink)
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when they activate at the same time you based the dummy spells on the same spell.
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Old 08-19-2012, 01:07 PM   #3 (permalink)
Registered User Zyne
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Omnislash doesn't have a dummy
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Old 08-19-2012, 01:35 PM   #4 (permalink)
Registered User claptomanic
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dummy spells/abilities not dummys.

for each spell you use a dummy ability (the one you can click) to activate it. its made in the OE. that has to be the same one to activate both at the same time. change the dummy base spell and the problem is gone.
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Old 08-19-2012, 01:35 PM   #5 (permalink)
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Make 2 spells based on Channel and change base order id of one of them.
If both spells have the same base order id they might affect each other.
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Old 08-20-2012, 05:54 PM   #6 (permalink)
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Quote:
If both spells have the same base order id they might affect each other.
Not might, but will 100%.

Use Channel as your base ability, because that ability has the option to change its Order ID under Level X - Data - Base Order ID field in Object Editor.

Channel is an ability, not Channeling, it's 2 different thing.
* Object Editor -> Abilities Tab -> CTRL + F -> Type in "Channel" -> That's the ability.

Just change it to anything you want, anything works.
Just don't change it for both spells, having same Order ID, it would override each other.

For example you have 2 abilities that have same Order ID;
channel
channel

So when one of them is activated, others gets activated too because they have the same Order ID.

What you should do, is change them to not have same Order ID;
channel
charm

"channel" and "charm" are both different Order ID, therefore there will be no more override of Order ID would occur (unless you have another ability that have the same Order ID as "charm" / etc)
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