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jonbon29
Last Activity:
Jun 4, 2018
Joined:
Aug 19, 2014
Messages:
1,096
Media:
8
Albums:
3
Gender:
Male
Birthday:
Dec 30, 1993 (Age: 25)
Location:
Philippines
Occupation:
Secretary in BIR West Pasig City

jonbon29

I return to serve....., Male, 25, from Philippines

jonbon29 was last seen:
Jun 4, 2018
    1. apcrabnightlive
      apcrabnightlive
      Ohh thanks a lot I just wanted to see how it works I'll try figuring out how will I implement this hahaha :vw_wtf::vw_death:
    2. apcrabnightlive
      apcrabnightlive
      Hello there I remember you shared to me a spell in which when casted it increases the armor of the unit something like that. Would you mind if you can share it again. I lost some of my files and I'm interested to see it again.
    3. Ardenian
      Ardenian
      Try hitting the Blue<->Red channel in the Button Manager ^^
      Else I have this for you: 2D - Do it yourself - Recolor it yourself
    4. Ardenian
      Ardenian
      What do you think ?
    5. ILH
      ILH
      Open Node Manager and check the helper node, right click it and click "Edit Node". Click on "Scaling", and there, you can manage the scaling of the child bones/the main model.
    6. KILLCIDE
      KILLCIDE
      It would be better to just attach the SFX. Keep in mind that the Arcane Bomb dummy I use in my test map is a "special one" since it has shadow. Keeping the shadow for the bomb makes it look WAY better.
    7. KILLCIDE
      KILLCIDE
      That would be because of Bribe's GUI Spell System. He preloads the dummy on map init and removes it. That's why it's better to attach the special effects via triggers instead of changing the model path (:
    8. KILLCIDE
    9. KILLCIDE
      KILLCIDE
      Half o: you?
    10. KILLCIDE
      KILLCIDE
      That's good (: that's why I provide both!
    11. KILLCIDE
      KILLCIDE
      OHH so you edited the model path of the dummy in object editor? Are you using the AB w/ GUI Spell System folder?
    12. KILLCIDE
      KILLCIDE
      Hmm now that I look at the triggers, I dont see you attaching thr special effect anywhere?
    13. Bribe
      Bribe
      You can add an if-block in the group loop to assess if the picked unit is not equal to Spell__Target. And yes, if you want the trigger to stop when the target is dead, add this:


      if - conditions
      Spell__Target is dead Equal to True
      Then - Actions
      Set Spell__Expired = True


      As for the delay, the unig keeps the movespeed bonus for a few seconds after the ability stops? Only thing I can think of then is to use a different buff, maybe one that needs a dummy to cast it if necessary.
    14. KILLCIDE
      KILLCIDE
      Of course thats okay! Thats why I uploaded it and made a lot of configs.
    15. Bribe
      Bribe
      There are several issues with variables in the Loop trigger which need to get addressed.

      1) Never set Spell__TargetPoint, Spell__Caster nor Spell__InRangeGroup.
      2) Never destroy Spell__InRangeGroup.
      3) Never remove Spell__TargetPoint.

      Those variables are automatically set and handled by Spell System to never need to be removed nor destroyed.

      Next, when you pick units in the Spell__InRangeGroup, have a look at how I do it in the demo triggers for Spell System:

      Set Spell__InRangePoint = Spell__TargetPoint
      Set Spell__InRange = 300.00
      Unit Group - Pick every unit in Spell__InRangeGroup and do (Actions)

      Notice that Spell__InRangePoint is set first, Spell__InRange second, and there is no need to do all those (Matching unit) checks as those are already handled by Spell System when adding units to Spell__InRangeGroup.

      So, with those corrections, your loop trigger aught to work:

      Lightning Orb Loop
      Events
      Conditions
      Actions
      -------- Do not set Spell__TargetPoint nor Spell__CasterOwner. They are already what you need them to be --------
      Set Temp_Stats = (Intelligence of Spell__Caster (Include bonuses))
      Set Temp_Value_1 = (0.00 x (Real(Temp_Stats)))
      Set Spell__InRangePoint = Spell__TargetPoint
      Set Spell__InRange = 300.00
      Unit Group - Pick every unit in Spell__InRangeGroup and do (Actions)
      Loop - Actions
      -------- You don't need to change anything in here --------
      -------- The next if-block is also perfect, you don't need to change anything --------
      -------- Do not remove Spell__TargetPoint --------
    16. KILLCIDE
      KILLCIDE
      Let me know if you run into any problems or have any questions!
    17. KILLCIDE
      KILLCIDE
      Lol thanks for commenting on most of my spells :P
    18. Flux
      Flux
      Ahh so you're adding the ability in the looping trigger? If that's the case TriggeringUnit will not work. It is either Spell_Caster or Spell_Target depending on your spell mechanics. I would advise consulting Bribe, I'm sure he would like to help you out on that matter.
    19. Flux
      Flux
      It should work. Show me the whole trigger.
    20. ILH
      ILH
      np lol
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  • About

    Gender:
    Male
    Birthday:
    Dec 30, 1993 (Age: 25)
    Location:
    Philippines
    Occupation:
    Secretary in BIR West Pasig City
    Current Project:
    I'm working on an altered melee map with four new races, I already picked what races I'm gonna use. Right now I'm finishing my terrain first, gathering models for each race and having problems with spell triggers or coding something like that. I guess ill work on the triggers after I completed the terrain and units. I have not yet named my map project. Maybe when I thought of a cool name for it.
    WarCraft 3 Realm:
    Asia
    Favourite Race:
    Tauren
    Favorite Organization/Clan:
    Frostwolf
    Im a warcraft fan so got interested in the WE when i discovered you can create your own maps. I loved playing warcraft lore campains and because of that i learned more about its history. I got interested in modding too so I registered in hiveworkshop to learn more.

    Computer games,hanging out with my friends and watching action pack movies!

    Signature

    [​IMG]
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