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Animation Bug. /// Triggers to.

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Level 9
Joined
May 27, 2012
Messages
116
Hey i'm creating a map but there is some thing strange and i cant solve it...
so i'm posting the problem here...

The problem is that i wanna use channel abilitie to call my trigger...
and then in the trigger i order the unit to do animation by index.
But the unit dose not do it.
But if i use any over abilitie he dose the animation.

Map Comes bellow so many things that can be wrong like in the object editor or some thing so i cant post it...
Map is attached just don't steal it its not much right now any way.


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: Problem Solved attachment removed :
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Last edited:
Level 9
Joined
May 27, 2012
Messages
116
Well i Changed the trigger after the wait to be based on triggering unit.
couse it can not be over writen!
This is the attack with right hand i also use attack with left and as a nother trigger.
This is only one of many triggers in the system.
It has knockback system and alot more so many things here can be strange if you dont see the entire system.
Pls tell me if i leak some there.
I know i use triggering unit many times and it takes alot of power from the game engine but this is my map and idont care.
  • AS Attack Right
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Attack Right
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • W_AR_CD_Count[(Player number of (Owner of (Triggering unit)))] Equal to (==) 0.00
        • Then - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Mana of (Triggering unit)) Greater than or equal to (>=) W_AR_Cost[(Player number of (Owner of (Triggering unit)))]
            • Then - Actions
              • Set TempUnit = (Triggering unit)
              • Set TempPoint[1] = (Position of TempUnit)
              • Set TempPoint[2] = (TempPoint[1] offset by ((W_AR_Aoe[(Player number of (Owner of TempUnit))] / 4.00) x 3.00) towards (Facing of TempUnit) degrees)
              • Unit - Set mana of TempUnit to ((Mana of TempUnit) - W_AR_Cost[(Player number of (Owner of TempUnit))])
              • Set W_AR_CD_Count[(Player number of (Owner of TempUnit))] = W_AR_CD[(Player number of (Owner of TempUnit))]
              • Set TempUnitGroup[1] = (Units within W_AR_Aoe[(Player number of (Owner of TempUnit))] of TempPoint[2] matching ((((Matching unit) is alive) Equal to (==) True) and (((Matching unit) belongs to an enemy of (Owner of TempUnit)) Equal to (==) True)))
              • Unit Group - Pick every unit in TempUnitGroup[1] and do (Actions)
                • Loop - Actions
                  • Unit - Cause TempUnit to damage (Picked unit), dealing W_AR_Dmg[(Player number of (Owner of (Matching unit)))] damage of attack type Chaos and damage type Unknown
                  • Set TempPoint[3] = (Position of (Picked unit))
                  • Special Effect - Create a special effect at TempPoint[3] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Set KB_Max_Int = (KB_Max_Int + 1)
                  • Set KB_Unit[KB_Max_Int] = (Picked unit)
                  • Set KB_DMG_Unit[KB_Max_Int] = TempUnit
                  • Set KB_Angel[KB_Max_Int] = (Angle from TempPoint[1] to TempPoint[3])
                  • Set KB_Range[KB_Max_Int] = W_AR_KB[(Player number of (Owner of TempUnit))]
                  • Set KB_Speed[KB_Max_Int] = 10.00
                  • Set KB_DPS[KB_Max_Int] = 0.00
                  • Set KB_Hit_Damage[KB_Max_Int] = 0.00
                  • Set KB_Effect1[KB_Max_Int] = <Empty String>
                  • Set KB_Effect2[KB_Max_Int] = <Empty String>
                    • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • KB_Max_Int Equal to (==) 1
                      • Then - Actions
                        • Trigger - Turn on KB Loop <gen>
                      • Else - Actions
                  • Custom script: call RemoveLocation(udg_TempPoint[3])
              • Custom script: call RemoveLocation(udg_TempPoint[1])
              • Custom script: call RemoveLocation(udg_TempPoint[2])
              • Custom script: call DestroyGroup(udg_TempUnitGroup[1])
              • Animation - Change TempUnit's animation speed to 200.00% of its original speed
              • Set TempUnit = No unit
              • Wait 0.00 seconds
              • Animation - Set current animation for (Triggering unit) to its W_AR_Anim[(Player number of (Owner of (Triggering unit)))]th animation
              • Wait 0.60 seconds
              • Animation - Change (Triggering unit)'s animation speed to 100.00% of its original speed
            • Else - Actions
              • Game - Display to (Player group((Owner of (Triggering unit)))) for 3.00 seconds the text: |cffff0000Not enoug...
        • Else - Actions
          • Game - Display to (Player group((Owner of (Triggering unit)))) for 3.00 seconds the text: |cffff0000Right han...
I realy want to not use that wait timer on 0.00 and the one on 0.60 but i need a easy way to fix it...
 
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