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Triggers
Mega Beam.w3x
Variables
Spells
Hyperbeam
Hyperbeam Knockback
Untitled Category
Untitled Trigger 003
Untitled Trigger 002
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
DamageFixer
group
No
HyperbeamDummy
unit
Yes
HyperbeamGroup
group
Yes
HyperbeamKnockBack
real
No
HyperbeamKnockBackDirection
real
No
HyperBeamPoint
location
No
Hyperbeam
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Hyperbeam
Actions
Set Variable Set HyperBeamPoint = (Position of (Triggering unit))
Set Variable Set HyperbeamKnockBack = "0.00"
Set Variable Set HyperbeamKnockBackDirection = (Facing of (Triggering unit))
Unit - Create 1 . Hyperbeam Dummy 3 for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 256 towards ((Facing of (Triggering unit)) + 180.00) degrees.) facing (Facing of (Triggering unit)) degrees
Animation - Change (Last created unit) 's animation speed to 150.00 % of its original speed
For each (Integer A) from 1 to 100 , do (Actions)
Loop - Actions
Set Variable Set HyperbeamDummy[(Integer A)] = (Last created unit)
Destructible - Pick every destructible within 150.00 of (Position of HyperbeamDummy[(Integer A)]) and do (Kill (Picked destructible))
Unit - Create 1 . Hyperbeam Dummy 2 for (Owner of (Triggering unit)) at (HyperBeamPoint offset by (40.00 x (Real((Integer A)))) towards (Facing of (Triggering unit)) degrees.) facing (Facing of (Triggering unit)) degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Set Variable Set HyperbeamDummy[(Integer A)] = (Last created unit)
Animation - Change HyperbeamDummy[(Integer A)] 's animation speed to 300.00 % of its original speed
Set Variable Set HyperbeamGroup[(Integer A)] = (Units within 100.00 of (Position of HyperbeamDummy[(Integer A)]) matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit)).) Equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is in DamageFixer.) Equal to False))).)
Unit Group - Pick every unit in HyperbeamGroup[(Integer A)] and do (Actions)
Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit) , dealing ((Real((Level of Hyperbeam for (Triggering unit)))) x 200.00) damage of attack type Spells and damage type Normal
Unit Group - Add (Picked unit) to DamageFixer
Custom script: set udg_HyperbeamDummy[GetForLoopIndexA()] = null
Unit Group - Remove all units from DamageFixer .
Unit - Create 1 . Hyperbeam Dummy for (Owner of (Triggering unit)) at (HyperBeamPoint offset by 4050.00 towards HyperbeamKnockBackDirection degrees.) facing Default building facing degrees
Animation - Change Forest Troll Warlord 0027 <gen> 's vertex coloring to ( (Random real number between 0 and 101.00) %, (Random real number between 0 and 101.00) %, (Random real number between 0.00 and 101.00) %) with 0 % transparency
Untitled Trigger 002
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
Actions
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Dying unit) is A Hero) Equal to True
Then - Actions
Hero - Instantly revive (Dying unit) at (Position of (Dying unit)) , Show revival graphics
Else - Actions
Unit - Create 1 . (Unit-type of (Dying unit)) for Neutral Hostile at (Position of (Dying unit)) facing (Facing of (Dying unit)) degrees
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