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This is the first spell map I submit here, so please go easy on me. Spell map contains 7 different 1 and 3 level spells which is designed as ultimates and powerful spells. This was originally made for the wc3c elemental spell contest.
1.1:
Improved the demon cage spell to make a perfect circle formation on any terrain and obstacles
Thunder ball does now destroy trees in bigger area when the charge level is increasing
Divine Smite does now destroy trees
Demon Cage Spikes tear down trees just before spawn
Added additional visual effects to the Divine Smite Spell
Added additional visual effects to the Demon Cage Spell
1.2:
Wind spell no longer causes you to move though obstacles
Added blink item as a unstuck countermeasure
Fixed a location leak in earth spell
Slightly improved the performance of the Hellfire spell
AI now control the human player if he left the game
1.3:
Added 3 levels to hellfire, frost sphere, divine smite and thunder ball
Made Spiked Cage MUI
Improved the AI
1.3:
Fixed a multi spawn bug with the hellfire
Fixed a delay bug with the divine hammer
Fixed a bug with the AI
The spell map is a small arena where you can go killing creeps, or test the spells against other human players. You will automatically respawn when you die.
12th Dec 2015
IcemanBo: Too long time as NeedsFix. Rejected.
17:02, 11th Jul 2010
TriggerHappy:
Don't use Waits.
Use hashtables instead of Custom Value.
And make it MUI.
If you update this one more time without actually changing...
You are supposed to go through obstacles when you're wind sailing. The spells purpose is you allow you to move extremely fast and through anything.
The demon cage spikes are supposed to be selectable and destroyable.
Can you point out what leaks? I'm not an expert of leak removal, but I know the targetpoint is leaking, but the spells depend on the point not being cleaned.
Also it was made on PUI for AoS maps (where players control 1 unit/hero).
Well, if anyone going to use this spell, he can just remove the action turn off unit collision if he don't want that to happen. It's very easy to modify it in the editor.
I tried to make it easier with more detailed infos for people about editing the spells and info what each spell is using what variable. You can edit the spells in any way you can.
In this spell map I allowed the wind sailing spell to also function as a unstuck spell, in case you got respawned on a closed area.
Divine Smite fucks the crap out of the caster InstaKill...
You need to fix groups so that they don't pick allies or the caster.
Well umm, some ideas such as the earth one might not be THAT nice...
Fire one is extremely imba and laggy...
The Wind one is NICE! however, adjust the collision as on by default, little are the people who want heroes jumping from one place to another...
Well triggering is good if these are your first attempts, but and however, innefficient...
+ They are not Jass so fix that in your thread description...
I would have loved to tell you how to improve your triggers, but look at my signature
But look at the GUI spells of some good spell makers (I'd advice baassee's as his are easy to understand and easy to deal with, but there are also Rmx's, Kingz', Paladon's, mine, etc... calex3 too...)
Best of luck!
Btw, here's something to help you remove the Waits which are inefficient and another to make spells MUI (if you're gonna bother make it MPI, then make it directly MUI)
Waits:
UW Main
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Unholy Wave
Actions
Set UW_TrigUnit[0] = (Triggering unit)
Trigger - Turn on UW Loop <gen>
UW Loop
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
-------- This is a variable which would be recording the time the trigger has been running --------
Set UW_WaitCounter[0] = (UW_WaitCounter[0] + 0.01)
-------- Condition to check if the time we wanted to wait passed --------
-------- & another boolean condition used to let this run only once as wanted instead of having to turn trigger off then turn on another one to continue actions --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
UW_RanOnce[0] Equal to False
UW_WaitCounter[0] Greater than or equal to 0.10
Then - Actions
-------- Setting boolean to true to announce that these actions have run --------
Set UW_RanOnce[0] = True
-------- your actions --------
Set UW_TrigUnitLoc[0] = (Position of UW_TrigUnit[0])
Unit - Create 1 dummy unhwave for (Owner of UW_TrigUnit[0]) at UW_TrigUnitLoc[0] facing Default building facing degrees
-------- Condition to check if the time we wanted to wait passed --------
-------- & another boolean condition used to let this run only once as wanted instead of having to turn trigger off then turn on another one to continue actions --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
UW_WaitCounter[0] Greater than or equal to 0.25
UW_RanOnce[1] Equal to False
Then - Actions
Set UW_RanOnce[1] = True
-------- all the actions here again --------
Else - Actions
-------- let's say now you want to loop --------
-------- bit more complex but if I'm to do it that's how --------
-------- simple math again, we want to loop for 1 second every 0.05 seconds --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
UW_WaitCounter[0] Greater than or equal to 0.25
UW_WaitCounter[0] Less than 1.25
Then - Actions
Set UW_LoopTimer[0] = (UW_LoopTimer[0] + 0.01)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
UW_LoopTimer[0] Greater than or equal to 0.05
Then - Actions
-------- all the loop actions here --------
-------- then reset loop timer for it to loop again --------
Set UW_LoopTimer[0] = 0.00
Else - Actions
Else - Actions
-------- ok so now ur done at t=1.25 seconds and no more actions are needed --------
-------- then reset counters and booleans and turn off trigger --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
UW_WaitCounter[0] Greater than or equal to 1.25
Then - Actions
Set UW_RanOnce[0] = False
Set UW_RanOnce[1] = False
Set UW_LoopTimer[0] = 0.00
Set UW_WaitCounter[0] = 0.00
Trigger - Turn off (This trigger)
Else - Actions
I just use arrays here because I'm used to; you don't need to
-------- Now in the main trigger we use Index[2] as an array for all variables with no exceptions (unless it's a universal variable which holds the same info for all the units) --------
-------- here go all your actions prior to the Looping --------
-------- to have the same Loop Trigger to run for all the units seperatly, we use a Loop actions :) --------
-------- this Loop Action uses Index[3] as it's integer, which is basically a different variabel then Index[1] and Index[2] --------
-------- This Loop runs from integer 1 (which is the minimal possible array number possible for Index[2]) to Index[2] (which is the highest number possible) --------
-------- Thus all the units using the spell whose Index[2] varies from 1 to n, will have their actions running in variables with the same specific array integer used in the Main Trigger for each unit --------
-------- We subtract the value of Index[1] by 1 since one instance is done, and as we've said, Index[1] records the number of INSTANCES RUNNING only --------
-------- Now this condition checks if there are no more instance running --------
-------- So, if Index[1] is zero, that implies that there are no instance running --------
-------- in that case, we set the value of Index[2] back to zero (a sort of recycling method so that the value doesn't keep on summing up to a high value) --------
-------- and then since there are no instance running and using the Loop (all the Booleans would be False in that case) --------
-------- we turn the trigger off for the sake of efficiency --------
Well the trigger causing the wind spell to work is Jass. Or does that count as GUI?
And I submitted these spells at wc3c 8 months ago, but the competition has stalled it seems...
Also I no longer make spells, so I'm probably not going to update this thrash. If it's going to get instant rejection like at wc3c requires inhumanly perfect spell maps, I don't care.
atm I'm spending all my attention working on a map project called Naval Battle, which is going to be the best naval aos map there is which going to pwn the crappy autofire lame battleship maps.... I think there is no good enough battleship maps so i made one (I know it sounds very ego but that what it is)...
Also I no longer make spells, so I'm probably not going to update this thrash. If it's going to get instant rejection like at wc3c requires inhumanly perfect spell maps, I don't care.
Well it doesn't get instantly rejected unless it doesn't comply with the rules...
You read them eh?
And well, some things that are usually set by default when making a spell is that the spell doesn't damage you or your allies, and that you can't go through objects...
Such things are usually off, unless that's what makes the spells perfect (ex: a spell through which a unit poisons himself to damage units around him).
About the collision thing, you should adjust it so that the unit can't go over walls and trees at the first place...
And about the Jass thing, well yes it is Jass...
And I don't think it'll get rejected since it is MPI and leaks seem to have been removed, but won't get much of a high rating due to inefficiency compared to the other GUI spells...
You forgot to remove this leak in Death Rock Dust:
Set TempPoint3 = (TempPoint1 offset by 77.00 towards (20.00 x (Real((Integer A)))) degrees)
Well, some spells are actually MUI, but a few like frostsphere, demon cage, and divine smite is unfortunately MPI cuz I only use 1 unit variable/group pr player or some other reason.
I think the rest is MUI, but I'm not totally sure. I knew it for half year ago..... Blame me if I'm mistaken.
Well I use the latest version. I don't see any hash table action in the newgen editor at all. Tried to look through everything 2 times.
Also the spell I submit was intended for GUI users and easy to understand and was made simple as possible. I had no intention of implementing systems to make it easier to understand for GUI beginners.
Why isn't Custom unit value good to use? Why does triggerhappy say I should use hashtables instead when its not in the editor?
Also what spells is not MUI? I was pretty sure all spells are MUI now. The triggers with waits can be runned several times simultaneously since it checks for triggering unit.
Well I use the latest version. I don't see any hash table action in the newgen editor at all. Tried to look through everything 2 times.
Also the spell I submit was intended for GUI users and easy to understand and was made simple as possible. I had no intention of implementing systems to make it easier to understand for GUI beginners.
Why isn't Custom unit value good to use? Why does triggerhappy say I should use hashtables instead when its not in the editor?
Also what spells is not MUI? I was pretty sure all spells are MUI now. The triggers with waits can be runned several times simultaneously since it checks for triggering unit.
Hummm no clue about hashtable but for MUI simply make 2 hero and make them cast the spell in same time , if one of them bug , it mean the spell isn't MUI
If I want some of those spells in another map what am I supposed to copy (triggers)?
Thanks.
Edit:
I think I'm missing something since the spells are invisible whenever I try them in another map, for example, the Divine Smite is missing the shockwave after the hammer hits the ground and the Hellfire spell is missing the flamestrike visuals, what am I doing wrong or what am I missing?
If I want some of those spells in another map what am I supposed to copy (triggers)?
Thanks.
Edit:
I think I'm missing something since the spells are invisible whenever I try them in another map, for example, the Divine Smite is missing the shockwave after the hammer hits the ground and the Hellfire spell is missing the flamestrike visuals, what am I doing wrong or what am I missing?
What's not MUI with the spells? All heroes can can the same spell simultaneously. Which of the spells isn't? Does it has to be that 2 units from same team has to be able to cast the spells simultaneously? Not enough with MPI?
And also I cannot use hashtables cuz it doesn't exist in the newgen editor. I don't know how to use them either.
I'll wait with using wc3, until sc2 beta is down.... in a week. Please don't reject it yet.
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