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Oblivion V1.1

Oblivion Is a spell inspired by FFX's Anima Summons 'Oblivion' Overdrive, It isn't made to look nor function like it, but it did give me this idea.

The spell will first create A cage as it were of orbs, The souls of units within the cage (at the time of casting) will be taken to the underworld, once they have been put through unending pain they are sent back to the human world dead or alive.

Only affects land units.
Uses 3D knockback (for when hitting the ground again)
Units will not be lost perminantly in the underworld.
Documentation.
Unfortunatly, Uses Hashtables.


  • Hashtable
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • -------- This is one trigger, you Just Dont mess with. --------
      • -------- * --------
      • Hashtable - Create a hashtable
      • -------- * --------
      • Set Oblivion_Hashtable = (Last created hashtable)
      • -------- * --------
      • Countdown Timer - Start Intervals as a Repeating timer that will expire in 0.03 seconds
  • Init
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • -------- Set this condition to your spell --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Oblivion
        • Then - Actions
          • -------- * --------
          • Set Temp_Point = (Target point of ability being cast)
          • -------- * --------
          • Set Run_check = (Run_check + 1)
          • -------- * --------
          • Trigger - Turn on Loop <gen>
          • -------- Change this to your dummy --------
          • Unit - Create 1 Invisible Centre for (Owner of (Triggering unit)) at Temp_Point facing 0.00 degrees
          • -------- These values all do differant things --------
          • -------- * --------
          • Hashtable - Save (Level of Oblivion for (Triggering unit)) as 1 of (Key (Last created unit)) in Oblivion_Hashtable
          • -------- Knockback distance --------
          • Hashtable - Save ((Level of Oblivion for (Triggering unit)) x 55) as 2 of (Key (Last created unit)) in Oblivion_Hashtable
          • -------- Initial Damage --------
          • Hashtable - Save ((Level of Oblivion for (Triggering unit)) x 75) as 3 of (Key (Last created unit)) in Oblivion_Hashtable
          • -------- Damage on landing --------
          • Hashtable - Save ((Level of Oblivion for (Triggering unit)) x 50) as 4 of (Key (Last created unit)) in Oblivion_Hashtable
          • -------- * --------
          • Hashtable - Save 0 as 30 of (Key (Last created unit)) in Oblivion_Hashtable
          • -------- Sets the caster --------
          • Hashtable - Save Handle Of(Triggering unit) as 50 of (Key (Last created unit)) in Oblivion_Hashtable
          • -------- Set this to the duration of your spell --------
          • Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
          • -------- Set this to your Sfx at the centre of the spell --------
          • Unit - Create 1 Centre SFX for Neutral Passive at Temp_Point facing 0.00 degrees
          • -------- Set this to the duration of your spell --------
          • Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
          • -------- Set this to your spawning Sfx (the thing you see when the spell initiates) --------
          • Unit - Create 1 Spawn SFX for Neutral Passive at Temp_Point facing 0.00 degrees
          • -------- This just needs to be a short time --------
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • -------- Set this to the amount of 'points' of your circle --------
          • -------- The points being were the surrounding Sfx is created --------
          • Set Real = 0.00
          • For each (Integer Debug) from 1 to 15, do (Actions)
            • Loop - Actions
              • -------- To create a differant shape, you only need to change this to make it, for exmaple to create a cylindrical shape on all layers this should be the same --------
              • -------- For and hour glass, It should start hiegh, get smaller, then larger again. --------
              • -------- Experiment and see what shapes you can make --------
              • -------- Set this the distance you wish this layer to be away from you centre --------
              • -------- as this is the lowest layer it should have the lowest distance --------
              • Set Temp_Point_2 = (Temp_Point offset by 400.00 towards Real degrees)
              • -------- Change the sfx to your surrounding sfx dummy --------
              • Unit - Create 1 SemiCircle SFX for (Owner of (Triggering unit)) at Temp_Point_2 facing (Angle from Temp_Point_2 to Temp_Point) degrees
              • -------- Set this to the duration of your spell --------
              • Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
              • -------- Set this layers fly height --------
              • -------- again as this is the lowest layer it should be the smallest --------
              • Animation - Change (Last created unit) flying height to 100.00 at 0.00
              • -------- Set this to 360/your points on your sphere --------
              • -------- I used 15 points so I did this --------
              • -------- 360/15 --------
              • Set Real = (Real + (360.00 / 15.00))
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_2)
              • -------- As standard the Fly height increase by 100 per layer --------
              • -------- And the distance from the centre decreases by 50 --------
          • Set Real = 0.00
          • For each (Integer Debug) from 1 to 15, do (Actions)
            • Loop - Actions
              • -------- To create a differant shape, you only need to change this to make it, for exmaple to create a cylindrical shape on all layers this should be the same --------
              • -------- For and hour glass, It should start hiegh, get smaller, then larger again. --------
              • -------- Experiment and see what shapes you can make --------
              • -------- Set this the distance you wish this layer to be away from you centre --------
              • -------- as this is the lowest layer it should have the lowest distance --------
              • Set Temp_Point_2 = (Temp_Point offset by 350.00 towards Real degrees)
              • -------- Change the sfx to your surrounding sfx dummy --------
              • Unit - Create 1 SemiCircle SFX for (Owner of (Triggering unit)) at Temp_Point_2 facing (Angle from Temp_Point_2 to Temp_Point) degrees
              • -------- Set this to the duration of your spell --------
              • Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
              • -------- Set this layers fly height --------
              • -------- again as this is the lowest layer it should be the smallest --------
              • Animation - Change (Last created unit) flying height to 200.00 at 0.00
              • -------- Set this to 360/your points on your sphere --------
              • -------- I used 15 points so I did this --------
              • -------- 360/15 --------
              • Set Real = (Real + (360.00 / 15.00))
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_2)
              • -------- As standard the Fly height increase by 100 per layer --------
              • -------- And the distance from the centre by 50 --------
          • Set Real = 0.00
          • For each (Integer Debug) from 1 to 15, do (Actions)
            • Loop - Actions
              • -------- To create a differant shape, you only need to change this to make it, for exmaple to create a cylindrical shape on all layers this should be the same --------
              • -------- For and hour glass, It should start hiegh, get smaller, then larger again. --------
              • -------- Experiment and see what shapes you can make --------
              • -------- Set this the distance you wish this layer to be away from you centre --------
              • -------- as this is the lowest layer it should have the lowest distance --------
              • Set Temp_Point_2 = (Temp_Point offset by 300.00 towards Real degrees)
              • -------- Change the sfx to your surrounding sfx dummy --------
              • Unit - Create 1 SemiCircle SFX for (Owner of (Triggering unit)) at Temp_Point_2 facing (Angle from Temp_Point_2 to Temp_Point) degrees
              • -------- Set this to the duration of your spell --------
              • Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
              • -------- Set this layers fly height --------
              • -------- again as this is the lowest layer it should be the smallest --------
              • Animation - Change (Last created unit) flying height to 300.00 at 0.00
              • -------- Set this to 360/your points on your sphere --------
              • -------- I used 15 points so I did this --------
              • -------- 360/15 --------
              • Set Real = (Real + (360.00 / 15.00))
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_2)
              • -------- As standard the Fly height increase by 100 per layer --------
              • -------- And the distance from the centre by 50 --------
          • Set Real = 0.00
          • For each (Integer Debug) from 1 to 15, do (Actions)
            • Loop - Actions
              • -------- To create a differant shape, you only need to change this to make it, for exmaple to create a cylindrical shape on all layers this should be the same --------
              • -------- For and hour glass, It should start hiegh, get smaller, then larger again. --------
              • -------- Experiment and see what shapes you can make --------
              • -------- Set this the distance you wish this layer to be away from you centre --------
              • -------- as this is the lowest layer it should have the lowest distance --------
              • Set Temp_Point_2 = (Temp_Point offset by 250.00 towards Real degrees)
              • -------- Change the sfx to your surrounding sfx dummy --------
              • Unit - Create 1 SemiCircle SFX for (Owner of (Triggering unit)) at Temp_Point_2 facing (Angle from Temp_Point_2 to Temp_Point) degrees
              • -------- Set this to the duration of your spell --------
              • Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
              • -------- Set this layers fly height --------
              • -------- again as this is the lowest layer it should be the smallest --------
              • Animation - Change (Last created unit) flying height to 400.00 at 0.00
              • -------- Set this to 360/your points on your sphere --------
              • -------- I used 15 points so I did this --------
              • -------- 360/15 --------
              • Set Real = (Real + (360.00 / 15.00))
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_2)
              • -------- As standard the Fly height increase by 100 per layer --------
              • -------- And the distance from the centre by 50 --------
          • Set Real = 0.00
          • For each (Integer Debug) from 1 to 15, do (Actions)
            • Loop - Actions
              • -------- To create a differant shape, you only need to change this to make it, for exmaple to create a cylindrical shape on all layers this should be the same --------
              • -------- For and hour glass, It should start hiegh, get smaller, then larger again. --------
              • -------- Experiment and see what shapes you can make --------
              • -------- Set this the distance you wish this layer to be away from you centre --------
              • -------- as this is the lowest layer it should have the lowest distance --------
              • Set Temp_Point_2 = (Temp_Point offset by 200.00 towards Real degrees)
              • -------- Change the sfx to your surrounding sfx dummy --------
              • Unit - Create 1 SemiCircle SFX for (Owner of (Triggering unit)) at Temp_Point_2 facing (Angle from Temp_Point_2 to Temp_Point) degrees
              • -------- Set this to the duration of your spell --------
              • Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
              • -------- Set this layers fly height --------
              • -------- again as this is the lowest layer it should be the smallest --------
              • Animation - Change (Last created unit) flying height to 500.00 at 0.00
              • -------- Set this to 360/your points on your sphere --------
              • -------- I used 15 points so I did this --------
              • -------- 360/15 --------
              • Set Real = (Real + (360.00 / 15.00))
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_2)
              • -------- As standard the Fly height increase by 100 per layer --------
              • -------- And the distance from the centre by 50 --------
          • Custom script: call RemoveLocation (udg_Temp_Point)
          • Set Temp_Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Invisible Centre))
          • -------- Dont change what unit group this picks --------
          • Unit Group - Pick every unit in Temp_Group and do (Actions)
            • Loop - Actions
              • Set Centre_Unit = (Picked unit)
              • -------- * --------
              • Set Temp_Point = (Position of (Picked unit))
              • -------- * --------
              • Set Oblivion_Centre_ID = (Picked unit)
              • -------- * --------
              • Hashtable - Save Handle OfTemp_Point as 5 of (Key Oblivion_Centre_ID) in Oblivion_Hashtable
              • -------- Set this to your spells Aoe --------
              • -------- * --------
              • Set Temp_Group_2 = (Units within 400.00 of (Load 5 of (Key Oblivion_Centre_ID) in Oblivion_Hashtable) matching ((((Owner of (Matching unit)) is an ally of (Owner of Centre_Unit)) Equal to False) and (((((Matching unit) is alive) Equal to True) and (((Matching unit) is A ground
              • Custom script: call RemoveLocation (udg_Temp_Point)
              • -------- Dont change what unit group this picks --------
              • Set Array = 0
              • Unit Group - Pick every unit in Temp_Group_2 and do (Actions)
                • Loop - Actions
                  • -------- * --------
                  • Set Temp_Point = (Position of (Picked unit))
                  • -------- * --------
                  • Unit - Turn collision for (Picked unit) Off
                  • -------- Your 'soul grabbing' sfx goes here --------
                  • Unit - Create 1 Hands for Neutral Passive at Temp_Point facing Default building facing degrees
                  • -------- This time should be equal to the time it takes for your 'soul grab' to complete --------
                  • Unit - Add a 3.35 second Generic expiration timer to (Last created unit)
                  • -------- * --------
                  • Hashtable - Save Handle Of(Picked unit) as Array of (Key Oblivion_Centre_ID) in Oblivion_Hashtable
                  • -------- * --------
                  • Hashtable - Save Handle Of(Load 50 of (Key Oblivion_Centre_ID) in Oblivion_Hashtable) as 15 of (Key (Picked unit)) in Oblivion_Hashtable
                  • -------- * --------
                  • Hashtable - Save ((Load 30 of (Key Oblivion_Centre_ID) from Oblivion_Hashtable) + 1) as 30 of (Key Oblivion_Centre_ID) in Oblivion_Hashtable
                  • -------- * --------
                  • Hashtable - Save ((Key (Load 1 of (Key (Triggering unit)) in Oblivion_Hashtable)) + 20) as 3 of (Key (Load 1 of (Key (Triggering unit)) in Oblivion_Hashtable)) in Oblivion_Hashtable
                  • -------- * --------
                  • Unit - Hide (Picked unit)
                  • -------- * --------
                  • Unit - Pause (Picked unit)
                  • -------- * --------
                  • Set Array = (Array + 1)
                  • -------- * --------
                  • Custom script: call RemoveLocation (udg_Temp_Point)
                  • -------- * --------
              • -------- * --------
              • Custom script: call DestroyGroup (udg_Temp_Group_2)
          • -------- * --------
          • Custom script: call DestroyGroup (udg_Temp_Group)
        • Else - Actions
  • Loop
    • Events
      • Time - Intervals expires
    • Conditions
    • Actions
      • Set Temp_Group = (Units in (Playable map area) matching (((Matching unit) is in Returning_to_normal_fly_height) Equal to True))
      • -------- Dont change what unit group this picks --------
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • -------- * --------
          • Unit - Add Crow Form to (Picked unit)
          • -------- * --------
          • Hashtable - Save (Current flying height of (Picked unit)) as 10 of (Key (Picked unit)) in Oblivion_Hashtable
          • Animation - Change (Picked unit) flying height to ((Load 10 of (Key (Picked unit)) from Oblivion_Hashtable) + ((Load 1 of (Key (Picked unit)) from Oblivion_Hashtable) x -10.00)) at 0.00
          • -------- * --------
          • Unit Group - Add (Picked unit) to Returning_to_normal_fly_height
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Load 7 of (Key (Picked unit)) from Oblivion_Hashtable) Equal to 0
            • Then - Actions
              • -------- * --------
              • Hashtable - Save 0.00 as 10 of (Key (Picked unit)) in Oblivion_Hashtable
              • -------- * --------
              • Set Temp_Point = (Position of (Picked unit))
              • -------- Change to your landing sfx --------
              • Special Effect - Create a special effect at Temp_Point using Objects\Spawnmodels\Orc\Orcblood\OrdBloodWyvernRider.mdl
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
              • -------- * --------
              • Special Effect - Destroy (Last created special effect)
              • -------- * --------
              • -------- * --------
              • Unit - Cause (Load 15 of (Key (Picked unit)) in Oblivion_Hashtable) to damage (Picked unit), dealing (Real((Load 4 of (Key Oblivion_Centre_ID) from Oblivion_Hashtable))) damage of attack type Spells and damage type Normal
              • -------- * --------
              • Hashtable - Save 0 as 25 of (Key (Picked unit)) in Oblivion_Hashtable
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point)
              • -------- * --------
              • Unit Group - Remove (Picked unit) from Returning_to_normal_fly_height
              • -------- * --------
              • Unit - Turn collision for (Picked unit) On
              • Unit - Unpause (Picked unit)
              • -------- * --------
              • Hashtable - Save -1 as 7 of (Key (Picked unit)) in Oblivion_Hashtable
              • Set Run_check = (Run_check - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Run_check Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions
          • -------- * --------
          • Unit - Remove Crow Form from (Picked unit)
      • -------- * --------
      • Custom script: call DestroyGroup (udg_Temp_Group)
      • Set Temp_Group = (Units in (Playable map area) matching ((Load 7 of (Key (Matching unit)) from Oblivion_Hashtable) Greater than or equal to 1))
      • -------- Dont change what unit group this picks --------
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • -------- * --------
          • Set Temp_Point = (Position of (Picked unit))
          • -------- Knockback speed --------
          • Set Temp_Point_2 = (Temp_Point offset by 10.00 towards (Facing of (Picked unit)) degrees)
          • -------- * --------
          • Unit - Move (Picked unit) instantly to Temp_Point_2
          • -------- * --------
          • Hashtable - Save ((Load 7 of (Key (Picked unit)) from Oblivion_Hashtable) - 1) as 7 of (Key (Picked unit)) in Oblivion_Hashtable
          • -------- * --------
          • Custom script: call RemoveLocation (udg_Temp_Point)
          • -------- * --------
          • Custom script: call RemoveLocation (udg_Temp_Point_2)
      • -------- * --------
      • Custom script: call DestroyGroup (udg_Temp_Group)
  • Death Affects
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • -------- Set the condition to match your 'soul grabbing' sfx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to Hands
        • Then - Actions
          • -------- * --------
          • Set Temp_Point = (Position of (Triggering unit))
          • -------- This is your dragged into the gorun sfx --------
          • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
          • -------- * --------
          • Special Effect - Destroy (Last created special effect)
          • -------- * --------
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • -------- Set the condition to your invisible centre --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to Invisible Centre
        • Then - Actions
          • -------- * --------
          • Set Temp_Point = (Position of (Triggering unit))
          • -------- * --------
          • Set Array = 0
          • -------- Change this to your death sfx --------
          • Unit - Create 1 Death SFX for Neutral Passive at Temp_Point facing Default building facing degrees
          • -------- * --------
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • For each (Integer Debug) from 1 to (Load 30 of (Key (Triggering unit)) from Oblivion_Hashtable), do (Actions)
            • Loop - Actions
              • -------- * --------
              • Set Moved_Unit_ID = (Load Array of (Key (Triggering unit)) in Oblivion_Hashtable)
              • -------- * --------
              • Set Moved_Unit = (Load Array of (Key (Triggering unit)) in Oblivion_Hashtable)
              • -------- * --------
              • Unit - Add Crow Form to Moved_Unit
              • -------- * --------
              • Unit Group - Add Moved_Unit to Returning_to_normal_fly_height
              • -------- * --------
              • Unit - Unhide Moved_Unit
              • -------- * --------
              • Unit - Move Moved_Unit instantly to Temp_Point
              • -------- Set this to the fly height --------
              • -------- if your Middle SFX --------
              • Animation - Change Moved_Unit flying height to 400.00 at 0.00
              • -------- * --------
              • Unit - Set life of Moved_Unit to ((Life of Moved_Unit) - (Real((Load 3 of (Key (Triggering unit)) from Oblivion_Hashtable))))
              • -------- * --------
              • Unit - Cause (Load 15 of (Key Moved_Unit_ID) in Oblivion_Hashtable) to damage Moved_Unit, dealing (Real((Load 3 of (Key (Triggering unit)) from Oblivion_Hashtable))) damage of attack type Spells and damage type Normal
              • -------- * --------
              • Hashtable - Save (Real((Load 1 of (Key (Triggering unit)) from Oblivion_Hashtable))) as 1 of (Key Moved_Unit_ID) in (Last created hashtable)
              • -------- * --------
              • Hashtable - Save (Load 2 of (Key (Triggering unit)) from Oblivion_Hashtable) as 7 of (Key Moved_Unit_ID) in Oblivion_Hashtable
              • -------- * --------
              • Unit - Remove Crow Form from Moved_Unit
              • -------- * --------
              • Set Array = (Array + 1)
          • -------- * --------
          • Unit - Remove (Triggering unit) from the game
          • -------- * --------
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions


Give Credits if you use this in your map plz :)


V1.1:
Hopefully fixed multicast bug


Keywords:
Death, Doom, Soul, Destruction, Obliteration, Oblivion, Crush, Consumption, Fine Print, Underworld.
Contents

Oblivion (Map)

Reviews
17:29, 22nd Dec 2009 TriggerHappy: Review for Spell Fixed everything I said. 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. Approved

Moderator

M

Moderator

17:29, 22nd Dec 2009
TriggerHappy:

Review for Spell

Fixed everything I said.

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.

Approved
 
Level 37
Joined
Mar 6, 2006
Messages
9,240
1) Why do you use countdown timer? I'd just use periodic event of 0,03 second.

2) I'd add "(Ability being cast) Equal to Oblivion" to the condition of the trigger, and not use IF/THEN/ELSE.

3) I'd use strings rather than integers for saving things in hashtable.
  • Save (Level of Oblivion for (Triggering unit)) as 1 of...
  • Save (Level of Oblivion for (Triggering unit)) as ability_level of...
The latter is much more descriptive.

4) You could loop those 1 to 15 loops. Put a loop inside a loop, and use a variable for changing the offset and flying height. Change the variables each time when the outer loop has run.

5) I'd use a dedicated unit group for loop trigger, add units to it in the spell cast trigger, and remove them from it when needed. Then there's no need to create/destroy Temp_Group. That way run_check becomes unnecessary, just check whether the group is empty or not.

6) (Unit-type of (Triggering unit)) Equal to Invisible Centre - IF/THEN/ELSE thingy should be in the first IF/THEN/ELSE thingy's ELSE branch. If the first check returns true, then this will return false.

7) Check the tooltip, there's one typo and unnecessary capital letters.

8) Good job with the spell :)
 
Level 12
Joined
Feb 11, 2008
Messages
809
Leak #1

Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl

In interval expires trigger

Leak #2

Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl

In Unit-A unit Dies trigger


Hope this helps good luck :thumbs_up:
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
Smooth spells ftw, i dislike the overuse of spec effects people are starting to use just to make it eye apealing :p

The fact is this is a simple spell, wrapped in the coat of giant SFX, nothing really special though(no offense).

Also please look into the following bug(screenshot), as i doubt it is made that corpses disipate in air on purpose.

EDIT:

Since you are using a timer, why do you shut the trigger down? Just pause and restart the timer as necesary :p
 

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Level 4
Joined
Dec 29, 2009
Messages
69
My version is 1.24d, the skill worked when i tested it on the Oblivion map but it didn't work on my map. I have checked everything and the triggers are identical on both maps. Would i be able to send you the map to see what's wrong?
 
It's possible but it's not in-built at all, it'd require individual coding skill to do, there's a couple methods: a long cast time, inserting dummy casting (caster uses on ability, which creates the signal/warning, then after a period of time a dummy unit is created which casts the main spell, though this may cause errors in terms of damage source (some modification to the main spell would have to be done as well to make sure the original caster was registered instead of the dummy unit).

Alternatively you could manually add a timer onto units within the range (they would have to be indexed), apply an effect to them (graphically) then when the unit's timer hits 0 then you play the rest of the ability (catch them) and recycle the unit index but all of this takes individual coding knowledge I'm afraid
 
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