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(1 new) Triggering Questions - XP gaining

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I made an ability with triggers thar, when the hero casts it, appears two invisible units that cast the same ability, the first one +40 degrees and the other -40 degrees. But... the units don't cast it to the right point and I don't know why.

The trigger is like this:

Events:
A Unit Begins Casting An Ability
Conditions:
(Ability Being Cast) Equal To (Impact)
Actions:
Set IMCaster = (Casting Unit)
Set IMPoint[1] = (Position of IMCaster) Offset By 100 towards ((Facing of IMCaster) + 40) Degrees
Set IMPoint[2] = (Position of IMCaster) Offset By 100 towards ((Facing of IMCaster) - 40) Degrees
Create 1 Impact-Caster for (Owner of (Casting Unit)) at (Position of (Casting Unit)) Facing (IMPoint[1])
Set IMUnit[1] = (Last Created Unit]
Set Level of ImpactUnit for (IMUnit[1]) = Level of Impact for (IMCaster)
Order (IMUnit[1]) to Tauren Chieftain - Shockwave IMPoint[1]
Create 1 Impact-Caster for (Owner of (Casting Unit)) at (Position of (Casting Unit)) Facing (IMPoint[2])
Set IMUnit[2] = (Last Created Unit]
Set Level of ImpactUnit for (IMUnit[2]) = Level of Impact for (IMCaster)
Order (IMUnit[2]) to Tauren Chieftain - Shockwave IMPoint[2]

Already thanks
Marcelo
 
Level 7
Joined
Jul 30, 2004
Messages
451
i don't see anything wrong with the way the angles are setup, can you be more specific about the problem?

like, where -exactly- do the units show up in relation to the caster?

it may be that the unit is still turning when the angles are set
 
Level 6
Joined
Feb 18, 2005
Messages
263
i had some problems with targeting angels when the targeted point wsa to close. maybe you should try a distance like 150+ that usually works for me...

you should also be shure, that you have taken care that the dummys you use follow the following things:
-> no colision range
-> (maybe) no model - or a nonexisting custom model
-> (maybe) flying
-> aquirision range greater than distance to target
-> sight range greater than distance to target
-> "doesn't deacy, can't be revived"
-> (maybe) add an expiration timer (0.2 or something like that) gets rid of the dummy automatically

i hope any thing of these will help you...
 
OK!
Another question, about Multiboard
I try to put the multiboard icon the ReplaceableTextures\WorldEditUI\Actions-Melee, but appears a strange gray icon (not the eye) or the green icon, like it doesn't exists. I put the style to show the icon and hide the text, and every icon from the WorldEditUI don't work. Maybe the problem is this - it's from the editor. Is it?

help please.

already thanks
Marcelo
 
Level 4
Joined
Nov 9, 2005
Messages
113
Yeah, true. The path of an icon must always be:
"ReplaceableTextures\CommandButtons\BTN*.blp"
and for the disabled version:
"ReplaceableTextures\CommandButtonsDisabled\DISBTN*.blp"
You must name the icon file BTN*.blp and DISBTN*.blp for the 'disabled' version. (you know, when you press F10 in warcraft all icons become dark)
 
Level 6
Joined
Aug 25, 2004
Messages
336
If it's neutral passive or neutral hostile then, after it's moved for a certain amount of time, it wants to go back to where it started. If you have any spare player spots you could set them to a player, or you could make a trigger telling them to move to the point every so often (probably a second or less) so they don't stop midway.
 
Level 6
Joined
Feb 18, 2005
Messages
263
if you use
'peridoc event - order unit ...' you might get a problem: evertime a unit is issued an order it cancels whatever it is doing at that time - even if th eorder is to attack a point and it already has that order - it will start moving there and then notice that there is an oponent nearby and restart attacking it... that may couse the unit to stand still, turning between the point and the enemy wihtout doing anything

therefore, if you do not have any spare slot - there are two ways of doing this.
1st
go to the gameplay const - and set the neutral radians to the max (those for base etc). just play around with the values, so that neural enemy units no longer guard anything
2nd
give the units the 'Locus-Ability' (the one of the locus-summoned-units, not the one to summon the units) and give the units to any player you like to
that way they can't be selected and therefore not ordered. but they do also not have a visible health-bar...
and: the player they belong to won't attack them - you would need to make them belong to another player if they move through his defence...
 
A simple question.
An ability like Flak Cannons, has the SMALL radius, MEDIUM radius and the AREA of effect. Is the FULL radius the area of effect?

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I've made an ability that is "nova", when you cast it, 12 units are created to cast spells aroud the hero. I have two triggers:

Nova Cast
Events:
_A unit (begins casting an ability)
Conditions:
_(Ability being cast) equal to (Nova)
Actions:
_For each integer (Integer B) do (actions)
__Create 1 (Unit) for (owner of (casting unit)) facing (position of (casting unit) offset by 50 towards (real(integer B) x 30)
__Order (last created unit) to (Undead Dreadlord - Carrion Swarm) (position of (casting unit) offset by 100 towards (real(Integer B) x 30)

Nova Remove (only to remove the units created and prevent they from being removed before they cast)
Events:
_A unit (finishes casting an ability)
Conditions:
_(Ability being cast) equal to (Spell)
Actions:
_Remove (casting unit) from the game

the problem is that it doesn't works, only the first unit is created. The Loop runs 12 times, but the unit isn't created. The question is WHY?
(The triggers are exactly equal to the triggers in the editor)

Already thanks,
Marcelo

wc3sear has been very important and useful to me :) thanks everybody
 
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