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IcemanBo: Too long as NeedsFix. Rejected.
23:14, 5nd Jun 2014
BPower:
http://www.hiveworkshop.com/forums/spells-569/air-strike-v-1-2-a-216780/index3.html#post2536911
01:54, 22nd Jul 2012
Magtheridon96:
This is actually very well done, it just needs a few fixes before I can approve it
23:14, 5nd Jun 2014
BPower:
http://www.hiveworkshop.com/forums/spells-569/air-strike-v-1-2-a-216780/index3.html#post2536911
01:54, 22nd Jul 2012
Magtheridon96:
- In the Init trigger, it would be best if you store the last created unit into a variable instead of repeating the call.
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Unit - Create 1 Shock Buffer (Air Strike Dummy) for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
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- You don't need to set the level of the ability when preloading it.
- There should be a trigger that allows the user to configure the spell. You shouldn't set the speed, distance and color in the cast trigger for example.
- I really wouldn't recommend using terrain deformations. Currently, they create a leak that can't be destroyed.
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Unit Group - Pick every unit in (Units within 300.00 of AS_Points[1] matching ((((Matching unit) belongs to an enemy of (Owner of AS_Caster[AS_Int])) Equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and (((Matching unit) is alive) Equal to True)))) and do (Actions)
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Unit - Create 1 Shock Buffer (Air Strike Dummy) for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Random angle) degrees
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Unit Group - Pick every unit in (Units within 150.00 of AS_Points[4] matching ((((Matching unit) belongs to an enemy of (Owner of AS_Caster[AS_Int])) Equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and (((Matching unit) is alive) Equal to True)))) and do (Actions)
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- Currently, your spell could destroy bridges. You should use tree detection. It's done by having a dummy that's ordered to harvest the picked destructable. After you order him to do so, if his current order is "harvest", then destroy the destructable.
- It would be more efficient to store the owner of the caster into an array so you don't have to repeat that call every time.
This is actually very well done, it just needs a few fixes before I can approve it