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[Trigger] Creates DotA's Tuskar Ice Shards block?

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Level 3
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Jun 17, 2015
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DotA's Ice Shards block

im making the spell that can creates ice blocks the way, but the angles doesnt change


  • Ice Wall
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Ice Wall
    • Actions
      • Set AALoc1 = (Position of (Triggering unit))
      • Set AALoc2 = (Target point of ability being cast)
      • Set AAReal = (252.50 + (Angle from AALoc1 to AALoc2))
      • Unit - Create 1 Craggy Exterior Dummy for (Owner of (Triggering unit)) at AALoc2 facing Default building facing (270.0) degrees
      • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Ice Wall [Burn] to (Last created unit)
      • Unit - Set level of Ice Wall [Burn] for (Last created unit) to (Level of Ice Wall for (Triggering unit))
        • Do Multiple ActionsFor each (Integer A) from 1 to 5, do (Actions)
          • Loop - Actions
            • Destructible - Create a Freezing Wall at (AALoc2 offset by 225.00 towards ((36.00 x (Real((Integer A)))) + AAReal) degrees) facing (180.00 + (Angle from AALoc1 to AALoc2)) with scale 0.80 and variation 0
            • Set Wall_Count[(Integer A)] = (Last created destructible)
      • Custom script: call RemoveLocation (udg_AALoc1)
      • Custom script: call RemoveLocation(udg_AALoc2)
      • Wait 5.00 seconds
        • Do Multiple ActionsFor each (Integer A) from 1 to 5, do (Actions)
          • Loop - Actions
            • Destructible - Remove Wall_Count[(Integer A)]
 
Last edited:
Level 5
Joined
Jun 28, 2010
Messages
110
  • Ice Shard
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ice Shard
    • Actions
      • Set IceShardPoint[1] = (Position of (Triggering unit))
      • Set IceShardPoint[2] = (Target point of ability being cast)
      • Set IceShardReal = (252.50 + (Angle from IceShardPoint[1] to IceShardPoint[2]))
      • Game - Display to (All players) for 10.00 seconds the text: (String((Facing of (Triggering unit))))
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Knight for (Owner of (Triggering unit)) at (IceShardPoint[2] offset by 225.00 towards (IceShardReal + (36.00 x (Real((Integer A))))) degrees) facing (180.00 + (Angle from IceShardPoint[1] to IceShardPoint[2])) degrees
Your trigger does not count the angle correctly. I did test it and it was close enough. Try it out :)

Further explaination: The reasons why 36 x Integer A because 36 x (1 -> 5) in this case will be maximum of 180 and 180 is half a circle (or PI)
 
Level 3
Joined
Jun 17, 2015
Messages
53
thanks man, i tried your trigger but it didnt work, let me upload pictures to you to fix :)


11664854_853118781389813_1986235499_o.jpg

11665912_853118811389810_1906818600_o.jpg

11660333_853118818056476_488438230_o.jpg

11705704_853118918056466_1544045929_o.jpg


Only this angle works:
11660012_853119361389755_1452583674_o.jpg




  • Ice Wall
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Ice Wall
    • Actions
      • Set AALoc1 = (Position of (Triggering unit))
      • Set AALoc2 = (Target point of ability being cast)
      • Set AAReal = (252.50 + (Angle from AALoc1 to AALoc2))
      • Unit - Create 1 Craggy Exterior Dummy for (Owner of (Triggering unit)) at AALoc2 facing Default building facing (270.0) degrees
      • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Ice Wall [Burn] to (Last created unit)
      • Unit - Set level of Ice Wall [Burn] for (Last created unit) to (Level of Ice Wall for (Triggering unit))
        • Do Multiple ActionsFor each (Integer A) from 1 to 5, do (Actions)
          • Loop - Actions
            • Destructible - Create a Freezing Wall at (AALoc2 offset by 225.00 towards ((36.00 x (Real((Integer A)))) x AAReal) degrees) facing (180.00 + (Angle from AALoc1 to AALoc2)) with scale 0.80 and variation 0
            • Set Wall_Count[(Integer A)] = (Last created destructible)
      • Custom script: call RemoveLocation (udg_AALoc1)
      • Custom script: call RemoveLocation(udg_AALoc2)
      • Wait 5.00 seconds
        • Do Multiple ActionsFor each (Integer A) from 1 to 5, do (Actions)
          • Loop - Actions
            • Destructible - Remove Wall_Count[(Integer A)]
 
Level 5
Joined
Jun 28, 2010
Messages
110
  • Destructible - Create a Freezing Wall at (AALoc2 offset by 225.00 towards ((36.00 x (Real((Integer A)))) x AAReal) degrees) facing (180.00 + (Angle from AALoc1 to AALoc2)) with scale 0.80 and variation 0

I was like lmao after i read this line :))
  • Destructible - Create a Freezing Wall at (AALoc2 offset by 225.00 towards ((36.00 x (Real((Integer A)))) x AAReal) degrees) facing (180.00 + (Angle from AALoc1 to AALoc2)) with scale 0.80 and variation 0
sorry for laughing but its supposed to be

  • Destructible - Create a Freezing Wall at (AALoc2 offset by 225.00 towards ((36.00 x (Real((Integer A)))) + AAReal) degrees) facing (180.00 + (Angle from AALoc1 to AALoc2)) with scale 0.80 and variation 0
Its add not multiply, "+" AAreal not "x" AAReal
 
Level 3
Joined
Jun 17, 2015
Messages
53
I was like lmao after i read this line :))
  • Destructible - Create a Freezing Wall at (AALoc2 offset by 225.00 towards ((36.00 x (Real((Integer A)))) x AAReal) degrees) facing (180.00 + (Angle from AALoc1 to AALoc2)) with scale 0.80 and variation 0
sorry for laughing but its supposed to be

  • Destructible - Create a Freezing Wall at (AALoc2 offset by 225.00 towards ((36.00 x (Real((Integer A)))) + AAReal) degrees) facing (180.00 + (Angle from AALoc1 to AALoc2)) with scale 0.80 and variation 0
Its add not multiply, "+" AAreal not "x" AAReal

awwwwwwwww my fault, sorry bro :goblin_cry: :goblin_cry: it worked at last
 
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