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Great Army 1.4

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
A spell that shoot a target with vegeance, calling several army to shoot the enemy with lightning. If the target died, one of nearer enemy within the target will be selected as target then the sniper will calls forth all of his army to be the bait and one of them will shoot, if no units within the target, the army will only come and "stand and stare".
Lasts for 10 seconds.


Updating
Cast
  • Great Army Cast
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Great Army
  • Actions
    • Set Caster = (Casting Unit)
    • Set Target = (Target unit of ability being cast)
    • Set T_Loc = (Position of Target)
    • Set T_Point = (T_Loc offset by 200.00 towards 0.00 degrees)
    • Set Time = 10
    • Trigger - Turn of Great Army Loop <gen>
    • Trigger - Turn of Great Army Damage <gen>
    • Trigger - Turn of Great Army Ends <gen>
  • Dummy Casted Spell
  • Events
    • Unit - A unit Finishes casting an ability
  • Conditions
    • (Ability being cast) Equal to Great Army Damage
  • Actions
    • Unit - Remove (Casting unit) from the game
  • Great Army Loop (off)
  • Events
    • Time - Every 1.00 seconds of game time
  • Conditions
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Target is alive) Equal to True
      • Then - Actions
        • Unit - Create 1 Rifleman for (Owner of Caster) at T_Point facing Default building facing degrees
        • Set Point = (Position of Last created unit))
        • Set Spawn = (Last created unit)
        • Custom script: call RemoveLocation(udg_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Target is dead) Equal to True
        • Then - Actions
          • Set UG = Units within 500.00 of (Position of Target) matching (((Matching unit) is alive) Equal to True
          • Unit Group - Pick every unit in UG and do (Actions)
            • Loop - Actions
              • Set Target = (Random unit from UG)
              • Unit - Create 1 Rifleman for (Owner of Caster) at T_Point facing Default building facing degrees
              • Set Point = (Position of (Last created unit))
              • Set Spawn = Last created unit)
          • Custom script: call RemoveLocation(udg_Point)
        • Else - Actions
  • Set Time = (Time -1)
  • Custom script: call DestroyGrooup(udg_UG)
  • Great Army Damage (off)
  • Events
    • Time - Every 0.50 seconds of game time
  • Conditions
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Target is alive) Equal to True
      • Then - Actions
        • Unit - Order Spawn to Orc Far Seer - Chain Lightning Target
      • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Target is dead) Equal to True
          • Then - Actions
            • Unit Group - Pick every unit in UG and do (Actions)
              • Loop -Actions
                • Unit - Order (Random unit from Army_UG) to Orc Far Seer - Chain Lightning (Picked unit)
            • Custom script: call DestroyGroup(udg_UG)
          • Else - Actions
  • Great Army Ends (off)
  • Events
    • Time - Every 0.01 seconds of game time
  • Conditions
    • Time Equal to 0
  • Actions
    • Trigger - Turn off Great Army Loop <gen>
    • Trigger - Turn off Great Army Damage <gen>
    • Set Army_UG =(Units in (Playable map area) matching ((Unit-type of Matching unit)) Equal to Rifleman)
    • Unit Group - Pick every unit in Army_UG and do (Actions)
      • Loop - Actions
        • Unit - Remove (Picked unit) from the game
    • Custom script: call DestroyGroup(udg_Army_UG)
    • Custom script: call RemoveLocation(udg_T_Point)
    • Trigger - Turn off Great Army Ends <gen>
I've tried to remove leaks and this is what happens. The units created too many and then i re-make the descsription.

Updated

Keywords:
snipe, shoot, lightning, sniper, rifle, army, great, blue
Contents

Great Army by ~.:KySkE:.~ (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. 05:14, 20th Oct 2012 Magtheridon96: Currently, this spell is not MUI and contains some leaks such as: ((Position of Target) offset by 200.00 towards 0.00 degrees) and (Position of Target)...

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.

05:14, 20th Oct 2012
Magtheridon96: Currently, this spell is not MUI and contains some leaks such as:
  • ((Position of Target) offset by 200.00 towards 0.00 degrees)
and
  • (Position of Target)
(In the loop trigger)
(These aren't the only leaks though)


Here is a list of tutorials that may help:

edit
Changes aren't made completely.
Something like ((Position of Target) offset by 200.00 towards 0.00 degrees) creates two locations, meaning you need to store the position of the target in one variable, and then have another point set to (TargetPosition offset by 200.00 towards 0.00 degrees) so that you can destroy both of them.

Since it seems that you're having problems with making the correct changes, I'd totally suggest creating a thread here in order to get more people to help you make the spell MUI.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Have you tried using this spell for 2 units to cast it at the same time ?
Meaning that you have 2 units that has this spell, each of them cast at different target, but at the same time (with a delay of 1 second is also accepted).

You should try it.
 
Not MUI
  • Else - Actions
    • Set Target = (Random unit from (Units within 250.00 of (Position of Target)))
    • Unit - Create 1 Rifleman for (Owner of Caster) at ((Position of Target) offset by 200.00 towards 0.00 degrees) facing Default building facing degrees
    • Set Point = (Position of (Last created unit))
    • Set Spawn = (Last created unit)
    • Custom script: call RemoveLocation(udg_Point)
Remove this.
it creates a dummy on the position of the dead bodies.
:thumbs_down:
 
Not MUI
  • Else - Actions
    • Set Target = (Random unit from (Units within 250.00 of (Position of Target)))
    • Unit - Create 1 Rifleman for (Owner of Caster) at ((Position of Target) offset by 200.00 towards 0.00 degrees) facing Default building facing degrees
    • Set Point = (Position of (Last created unit))
    • Set Spawn = (Last created unit)
    • Custom script: call RemoveLocation(udg_Point)
Remove this.
it creates a dummy on the position of the dead bodies.
:thumbs_down:

Changed to

  • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Target is Dead) Equal to True
      • Then - Actions
        • Unit Group - Pick every unit (Units within 250.00 of (Position of Target) matching (((Picked unit) is alive) Equal to True)) and do (Actions)
          • Loop - Actions
            • Set Target = (Picked unit)
            • Unit - Create 1 Rifleman for (Owner of Caster) at ((Position of Target) offset by 200.00 towards 0.00 degrees) facing Default building facing degrees
            • Set Point = (Position of (Last created unit))
            • Set Spawn = (Last created unit)
            • Custom script: call RemoveLocation(udg_Point)
 
Level 33
Joined
Apr 24, 2012
Messages
5,113
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Knowing something without knowing how to do it, does not makes you an expert.
Also, "expert" is abstract, you can't really "measure" it.

Also, to post resource (Spells / Systems), it should be MUI at all times.
If your spell is not MUI, you should not post it, because it's against the rules.
Well, rules are not meant to be broken, please follow it.

My Advice: Learn how to make MUI triggers first before posting another spell. If you have learned how to make spells MUI, edit this spell first.
 
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