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Bombing Blowaway v2.20

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Damages unit for
50/100/200 damage, damage2: 10/20/40
^ ^ ^
| | |
1 2 3
levels
Description : Caster Attaches a bomb to target unit. initial explosion deals 50/100/200 damage and secondary blasts deal 10/20/40 damage every .10 seconds for 1/2/4 seconds. Also does damage to units within 100 aoe of target unit.

Special effects :
Fire From sky (don't know official name)
Fire Attributed effects (as unit is moved)

Animations:
unit being moved
attack animation to casting unit

Features:
made the spell so it ends when target unit dies while its running.
IS MUI
Commentary added.

Reason:
I made this spell for further practice.

Credit:
IF you use in a map you don't have to give credit or ask me since i made it for practice.

Keywords:
bombing blowaway,bomb,blowaway,bombing,MUI,spell,MUI spell
Contents

Bombing Blowaway (Map)

Reviews
17:45, 19th Dec 2009 TriggerHappy: Review for Spell Erm.. the effect is very spammy and the overall point of the spell is overused and boring. Spam Effect + Knockback. I don't think it's enough to get approved. Status...

Moderator

M

Moderator

17:45, 19th Dec 2009
TriggerHappy:


Review for Spell

Erm.. the effect is very spammy and the overall point of the spell
is overused and boring. Spam Effect + Knockback.

I don't think it's enough to get approved.

Status

Feel free to message me here if you have any issues with
my review or if you have updated your resource and want it reviewed again.

Rejected
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
A bit overused effects, eh?
I am not saying this just as a joke, calm down with those effects if you don't want to kill someones graphic card...
The idea is seen already...
The effects are overspammed...
The triggering is okay...
Overall 3/5, but for the sake of god learn to lower the number of effects, it would look nicer even with only one meteor falling and pushing the unit...
 
Level 14
Joined
Oct 18, 2008
Messages
599
A bit overused effects, eh?
I am not saying this just as a joke, calm down with those effects if you don't want to kill someones graphic card...
The idea is seen already...
The effects are overspammed...
The triggering is okay...
Overall 3/5, but for the sake of god learn to lower the number of effects, it would look nicer even with only one meteor falling and pushing the unit...

lol ok fixing now. (i have a good comp so it doesnt bug me)
Edit: fixed less effects. (also noticed less lag)
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
The effects are still overused, i didn't mean that you should remove an effect, i said that you should change the amount of them spammed, like this:
  • Set integer = (Random integer number between 1 and 4)
    • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • integer Equal to (==) 4
      • Then - Actions
        • Special effect create...
        • Special effect destroy..
      • Else - Actions
Also try changing the spammed effects to: Abilities\Spells\Other\Doom\DoomDeath.mdl
instead of the Phoenix effect...
 
Level 9
Joined
Nov 25, 2008
Messages
194
Again I've got to critisize some things: Bsically what has been said at Water Bolt Fury and Grab and Throw. You again have the duration > 0 and then Duration <= 0 which I already mentionend at another spell.

Further things:
-We have an undeclared variable (point_C) and you use the wrong array number at intiger (2 instead of 1).
  • Set Unit_G = (Units within 465.0 of point_C[intiger[2]])
Then again you use the wrong array number, through which the locations aren't removed properly and therefore leak:
  • Custom Script - call RemoveLocation (udg_Point_A[udg_intiger[2]])
  • Custom Script - call RemoveLocation (udg_Point_B[udg_intiger[2]])
-You create a special effect, which is never destroyed and which leaks since you refer to the position of a unit
  • Special Effect - Create a special effect at (Position of unit_D[intiger[2]]) using (....)
-Let's go over to the run trigger: Here we have again a leak, and another leak, since you never destroy that group....:
  • Set UnitG[intiger[2]] = (Units within 100.00 of (Position of Unit_D[intiger[2]]))
-Next line we have an undeclared variable again + this variable is never used Oo:
  • Set unit_T[intiger[2]] = (Position of Unit_P[intiger[2]])
Then you set a completely unneccesary variable (Unit_P)
  • Set Unit_P = (Picked Unit)
  • Unit - Cause (....) to damage Unit_P (....)
You could as well just use the following:
  • Unit - Cause (....) to damage (Picked Unit) (....)
-Again you leak with a special effect:
  • Special Effect - Create a Special Effect at (Position of unit_D[intiger[2]]) (....)
-Lateron you remove Point_B and Point_C, which are never used in this trigger and Point_B is already removed at the init trigger.
-After resetting the intEgers, you use:
  • Set Unit_P[intiger[2]] = No Unit
First, this is not needed, since it is overwritten every 0.10 seconds anyway, when you define the group new, and second: This will only remove the unit, if it is the last instance of the spell.
-And one last hing in the init trigger: You set the angle as a variable, which is never used....


All in all nice idea, not too original, but triggering is lacking....

PS: @Kingz
Why not simply use:
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Random integer number between 1 and 4) equals (==) 4
  • Then - Actions
  • Special effect - create...
  • Special effect - destroy..
  • Else - Actions
Again sry for not using the trigger function not right :/

EDIT: Found the angle variable ;)
 
Last edited:
The spell was pretty boring, and looked like a spam of an effect. Also when I tested it, it looked nothing like the screenshot?

There was no meteors or anything, just the Abilities\Spells\Other\Doom\DoomDeath.mdl fx.
  • It's not leakless.
    • Special Effect - Create a special effect at (Position of unit_D[intiger[1]]) (This leaks twice, an effect and a location)
    • You do the above again in the run trigger, though it's only leaking the location there.
    • You never set point_C inside your run trigger but yet you destroy it?
    • You never remove Point_A/B[intiger[1]], your removing Point_A/B[intiger[2]]
  • It's a fairly boring spell.
  • You should make the effect configurable inside the init trigger so the user doesn't have to go searching though your code to change it.

With all of these improvements it may be passable.
 
Last edited:
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