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[Trigger] again, probably simple nonfunctioning trigger help request

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Level 9
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Jan 14, 2008
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366
  • spores
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Spores
    • Actions
      • Wait 2.00 seconds
      • Set Temp_Point = (Random point in range of (Position of (Casting unit)), with a maximum range of 1400.00)
      • Unit - Create 1 Swarmling spawn for spores for (Owner of (Casting unit)) at Temp_Point facing Default building facing (270.0) degrees
      • Unit - Order (Last created unit) to Attack (Target unit of ability being cast)
      • Special Effect - Create a special effect at Temp_Point using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_Temp_Point)
hopefully i pasted the trigger the right way now. any comment appreciated.

the trigger has no observable effect. a problem could be, that the ability is an item-ability. but it is still an ability so the event should still fire. im clueless :(

oh and another thing, is this trigger leak proof ??
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
I think you should make TempPoint a local location because if another unit cast Spores, then it might cause some trouble...
The reason is because you put a wait after a global variable...

Is Swarmling spawn ever removed? (Does it ever get killed?) Otherwise, it might get annoying to have something keep attacking you...if you don't want something to keep attacking you forever, add an expiration timer with
  • Unit - Add a blah second Generic expiration timer to (Last created unit)
Blah could be whatever you want to set it too...If you want to make Swarmling spawn attack more than once, fiddle with its cooldown and blah.

The special effect seems to be okay...

Because of the wait, you might want to think of keeping Triggering unit(Casting unit) and Target unit of ability being cast as locals too...

the trigger has no observable effect. a problem could be, that the ability is an item-ability. but it is still an ability so the event should still fire. im clueless :(
I think it should work fine too. Try to see if the event fires correctly with
  • Game - Display to (All players) the text: Does it work?
before the Wait.
 
Level 9
Joined
Jan 14, 2008
Messages
366
thanks for response.

after removing the wait action everything worked perfectly. about the expiration of the created units, thats np i simply gave it negative regeneration.

this is the basic spell idea:

hero throws a projectile on target. projectile hits target, and only then swarmling spawns in random location and is issued the attack order.

=> so without the wait the thing looks ugly, because swarmling is spawned instantly, before the projectile has hit its target. or is there something like a "unit is affected by ability" event?

thx for help! :0
 
Level 5
Joined
Sep 10, 2006
Messages
185
what exactly does that mean ???

and sry rui

http://www.hiveworkshop.com/forums/showthread.php?t=34393

  • example
  • Actions
  • Custom script: local location udg_Temp_Point
  • Set Temp_Point = (Random point in range of (Position of (Triggering unit)), with a maximum range of 1400.00)
When you do this it allows more than one unit to use this spell trigger at the same time, without variables being overwritten.
 
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