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[Solved] A land mine explodes each other

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Level 13
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Oct 28, 2019
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A Dwarf has a ability that places Landmines on the ground.
It doesnt explode with enemy contact, it explodes when hit by the dwarf (or other kind of flame)
I´ve made when a land mine dies, create a mortar dummy that attack ground the local of dying land mine, if there are other land mines near, an avalanche can be noted destroying all enemies around

My trigger is working, but the explosion of the dwarf occurs only on classic mode, in Reforged only a black hole is noticed.
So im searching this forum, to improve the trigger, or makin a better

  • MineExplode Copy 2
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Landmine
    • Actions
      • Set VariableSet PointTargetBashMine = (Position of (Dying unit))
      • Unit - Create 1 Satchel Dummy for Player 24 (Peanut) at PointTargetBashMine facing Default building facing degrees
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • Unit - Order (Last created unit) to Attack Ground PointTargetBashMine
      • Special Effect - Create a special effect at PointTargetBashMine using Abilities\Spells\Other\Doom\DoomTarget.mdl
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,875
Why not pick every mine within X range of the dying unit and kill them as well? No Dummy unit required. Unless of course you're using something like Burning Oil and the Dummy's attack is important.

Also, SD graphics and HD graphics are different, so there's no guarantee that you'll get a consistent effect between the two. HD graphics are buggier than SD graphics because Reforged is a broken mess so don't be surprised if things act funny in HD mode.

Lastly, you're leaking a Special Effect and a Point. You need to Destroy the (Last created special effect) and Remove PointTargetBashMine using Custom Script. I know you don't always want to destroy a Special Effect right away because then it won't play it's full animation, so in those cases you can use a system to delay the destruction similar to an Expiration Timer on a Dummy unit -> [Solved] - Does this Special Effect leak?
 
Last edited:
Level 29
Joined
Sep 26, 2009
Messages
2,596
Just tried the following in HD and it works as expected:
  • Esc
    • Events
      • Player - Player 1 (Red) skips a cinematic sequence
    • Conditions
    • Actions
      • Special Effect - Create a special effect at (Position of Circle of Power (medium) 0003 <gen>) using Abilities\Spells\Other\Doom\DoomTarget.mdl
You could try to do the same in an empty/new map while playing HD. If the effect appears in the new map, then you are doing something wrong in your actual map (are you perhaps overriding some effects/textures with custom imports?)
 
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