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Triggers
Mine!!.w3x
Variables
Spell
Mine
Mine damage
Other
Maxlevel
Init
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
minepoint
location
No
Mine
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Mine!!
Actions
-------- Here we set the position where the mine shall spawn --------
Set Variable Set minepoint = (Position of (Triggering unit))
-------- Here we create the unit, set the damage the mine should deal and add a timer to kill the mine --------
Unit - Create 1 . Mine dummy for (Owner of (Triggering unit)) at minepoint facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to (((Level of Mine!! for (Triggering unit)) x 50) + (Intelligence of (Triggering unit) (Include bonuses)))
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
(Unit-type of (Triggering unit)) Equal to Mine dummy
Actions
-------- Here we set where the mine exploded --------
Set Variable Set minepoint = (Position of (Triggering unit))
-------- SFX :D --------
Special Effect - Create a special effect at minepoint using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at minepoint using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Special Effect - Destroy (Last created special effect)
-------- We remove the leak caused by the group --------
Custom script: set bj_wantDestroyGroup = true
-------- We pick all units in 200 area around the mine and deal damage to them. --------
Unit Group - Pick every unit in (Units within 200.00 of minepoint.) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
Or - Any (Conditions) are true
Conditions
((Picked unit) is A structure) Equal to True
((Picked unit) is A Hero) Equal to True
((Picked unit) is A ground unit) Equal to True
(Owner of (Picked unit)) Not equal to (Owner of (Triggering unit))
Then - Actions
Unit - Cause (Triggering unit) to damage (Picked unit) , dealing (Real((Custom value of (Triggering unit)))) damage of attack type Chaos and damage type Demolition
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