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Anyways of reducing these triggers?

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Level 7
Joined
Jul 12, 2008
Messages
295
Here u can find this spell... I want my hero to thunder clap and knockback all units by 200 range. But these triggers lag hard... Please fix or gimme some other triggers...
Trigger 1:

  • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (KBA_TargetUnit is in KB_KnockbackedUnits) Equal to True
        • Then - Actions
          • Unit Group - Remove KBA_TargetUnit from KB_KnockbackedUnits
          • Set KB_CountBuffs = (KB_CountBuffs - 1)
          • For each (Integer KB_GeneralIntegers[2]) from 1 to KB_TotalKnockUnits, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • KB_Units[KB_GeneralIntegers[1]] Equal to KBA_TargetUnit
                • Then - Actions
                  • Set KB_GeneralIntegers[1] = KB_GeneralIntegers[2]
                  • Set KB_GeneralIntegers[2] = KB_TotalKnockUnits
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • KB_TotalKnockUnits Greater than KB_GeneralIntegers[1]
            • Then - Actions
              • Set KB_Levels[KB_GeneralIntegers[1]] = KB_Levels[KB_TotalKnockUnits]
              • Set KB_Units[KB_GeneralIntegers[1]] = KB_Units[KB_TotalKnockUnits]
              • Set KB_Angle[KB_GeneralIntegers[1]] = KB_Angle[KB_TotalKnockUnits]
              • Set KB_MaxDistance[KB_GeneralIntegers[1]] = KB_MaxDistance[KB_TotalKnockUnits]
              • Set KB_ReachedDistance[KB_GeneralIntegers[1]] = KB_ReachedDistance[KB_TotalKnockUnits]
              • Set KB_ReduceSpeedReal[KB_GeneralIntegers[1]] = KB_ReduceSpeedReal[KB_TotalKnockUnits]
              • Set KB_SpecificSpeed[KB_GeneralIntegers[1]] = KB_SpecificSpeed[KB_TotalKnockUnits]
              • Set KB_Effects_1[KB_GeneralIntegers[1]] = KB_Effects_1[KB_TotalKnockUnits]
              • Set KB_Effects_2[KB_GeneralIntegers[1]] = KB_Effects_2[KB_TotalKnockUnits]
              • Set KB_GeneralIntegers[1] = (KB_GeneralIntegers[1] - 1)
            • Else - Actions
          • Set KB_Units[KB_TotalKnockUnits] = No unit
          • Set KB_TotalKnockUnits = (KB_TotalKnockUnits - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • KB_CountBuffs Equal to 0
            • Then - Actions
              • Set KB_TotalKnockUnits = 0
              • Trigger - Turn off GetKnockback <gen>
            • Else - Actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • KB_CountBuffs Equal to 0
        • Then - Actions
          • Trigger - Turn on GetKnockback <gen>
        • Else - Actions
      • Set KB_CountBuffs = (KB_CountBuffs + 1)
      • Set KB_TotalKnockUnits = (KB_TotalKnockUnits + 1)
      • Set KB_Casters[KB_TotalKnockUnits] = KBA_Caster
      • Set KB_Levels[KB_TotalKnockUnits] = KBA_Level
      • Set KB_Units[KB_TotalKnockUnits] = KBA_TargetUnit
      • Set KB_StartPositions[KB_TotalKnockUnits] = KBA_StartingPosition
      • Set KB_TempPoint[KB_TotalKnockUnits] = (Position of KBA_TargetUnit)
      • Set KB_Angle[KB_TotalKnockUnits] = (Angle from KB_StartPositions[KB_TotalKnockUnits] to KB_TempPoint[KB_TotalKnockUnits])
      • Set KB_MaxDistance[KB_TotalKnockUnits] = (KBA_DistancePerLevel x (Real(KBA_Level)))
      • Set KB_ReachedDistance[KB_TotalKnockUnits] = 0.00
      • Set KB_ReduceSpeedReal[KB_GeneralIntegers[1]] = 0.00
      • Set KB_SpecificSpeed[KB_TotalKnockUnits] = KBA_Speed
      • Set KB_Effects_1[KB_TotalKnockUnits] = KBA_SpecialEffects[1]
      • Set KB_Effects_2[KB_TotalKnockUnits] = KBA_SpecialEffects[2]
      • Set KB_DestroyTrees[KB_TotalKnockUnits] = KBA_DestroyTrees
      • Unit Group - Add KBA_TargetUnit to KB_KnockbackedUnits
      • Custom script: call RemoveLocation (udg_KBA_StartingPosition)
      • Custom script: call RemoveLocation (udg_KB_TempPoint [udg_KB_TotalKnockUnits] )
      • Custom script: call RemoveLocation (udg_KB_StartPositions [udg_KB_TotalKnockUnits] )
Trigger 2:

  • Events
    • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer KB_GeneralIntegers[1]) from 1 to KB_TotalKnockUnits, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (KB_Units[KB_GeneralIntegers[1]] is in KB_KnockbackedUnits) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • KB_ReachedDistance[KB_GeneralIntegers[1]] Greater than or equal to KB_MaxDistance[KB_GeneralIntegers[1]]
                • Then - Actions
                  • Unit Group - Remove KB_Units[KB_GeneralIntegers[1]] from KB_KnockbackedUnits
                  • Set KB_CountBuffs = (KB_CountBuffs - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • KB_TotalKnockUnits Greater than KB_GeneralIntegers[1]
                    • Then - Actions
                      • Set KB_Levels[KB_GeneralIntegers[1]] = KB_Levels[KB_TotalKnockUnits]
                      • Set KB_Units[KB_GeneralIntegers[1]] = KB_Units[KB_TotalKnockUnits]
                      • Set KB_Angle[KB_GeneralIntegers[1]] = KB_Angle[KB_TotalKnockUnits]
                      • Set KB_MaxDistance[KB_GeneralIntegers[1]] = KB_MaxDistance[KB_TotalKnockUnits]
                      • Set KB_ReachedDistance[KB_GeneralIntegers[1]] = KB_ReachedDistance[KB_TotalKnockUnits]
                      • Set KB_ReduceSpeedReal[KB_GeneralIntegers[1]] = KB_ReduceSpeedReal[KB_TotalKnockUnits]
                      • Set KB_SpecificSpeed[KB_GeneralIntegers[1]] = KB_SpecificSpeed[KB_TotalKnockUnits]
                      • Set KB_Effects_1[KB_GeneralIntegers[1]] = KB_Effects_1[KB_TotalKnockUnits]
                      • Set KB_Effects_2[KB_GeneralIntegers[1]] = KB_Effects_2[KB_TotalKnockUnits]
                      • Set KB_GeneralIntegers[1] = (KB_GeneralIntegers[1] - 1)
                    • Else - Actions
                  • Set KB_Units[KB_TotalKnockUnits] = No unit
                  • Set KB_TotalKnockUnits = (KB_TotalKnockUnits - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • KB_CountBuffs Equal to 0
                    • Then - Actions
                      • Set KB_TotalKnockUnits = 0
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                • Else - Actions
                  • Set KB_ReducedReal = ((KB_SpecificSpeed[KB_GeneralIntegers[1]] / KB_MaxDistance[KB_GeneralIntegers[1]]) x KB_ReachedDistance[KB_GeneralIntegers[1]])
                  • Set KB_ReduceSpeedReal[KB_GeneralIntegers[1]] = (KB_ReducedReal - (KB_ReduceSpeedReal[KB_GeneralIntegers[1]] x 0.10))
                  • Set KB_TempReal = ((KB_SpecificSpeed[KB_GeneralIntegers[1]] - KB_ReduceSpeedReal[KB_GeneralIntegers[1]]) x 2.00)
                  • Set KB_TempPoint[1] = (Position of KB_Units[KB_GeneralIntegers[1]])
                  • Set KB_TempPoint[2] = (KB_TempPoint[1] offset by KB_TempReal towards KB_Angle[KB_GeneralIntegers[1]] degrees)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • KB_DestroyTrees[KB_GeneralIntegers[1]] Equal to True
                    • Then - Actions
                      • Destructible - Pick every destructible within 200.00 of KB_TempPoint[2] and do (Actions)
                        • Loop - Actions
                          • Destructible - Kill (Picked destructible)
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Random integer number between 1 and 5) Equal to 1
                    • Then - Actions
                      • Special Effect - Create a special effect at KB_TempPoint[1] using KB_Effects_1[KB_GeneralIntegers[1]]
                      • Special Effect - Destroy (Last created special effect)
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Random integer number between 1 and 7) Equal to 1
                    • Then - Actions
                      • Special Effect - Create a special effect at KB_TempPoint[1] using KB_Effects_2[KB_GeneralIntegers[1]]
                      • Special Effect - Destroy (Last created special effect)
                    • Else - Actions
                  • Unit - Move KB_Units[KB_GeneralIntegers[1]] instantly to KB_TempPoint[2]
                  • Custom script: call RemoveLocation (udg_KB_TempPoint[1])
                  • Custom script: call RemoveLocation (udg_KB_TempPoint[2])
                  • Set KB_ReachedDistance[KB_GeneralIntegers[1]] = (KB_ReachedDistance[KB_GeneralIntegers[1]] + KB_TempReal)
            • Else - Actions
 
Last edited:
Level 7
Joined
Jul 12, 2008
Messages
295
Now this spell just cr8s the thunderclap effect.. It doesn't use the spell i think... Anyways how to make a thunderclap spell that pushes all units.. Because those triggers lag a little... So can u please tell me how to make a thunderclap spell that pushes all units by 200 range or something...
 
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