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[Trigger] Arcane Eruption Modification

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Level 5
Joined
Nov 6, 2014
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70
I just tried to copy the triggers and variables from Arcane Eruption (made by someone else) to use it in a campaign, also I created the dummy missile and
also the skill infos in object editor. Now, whenever I test it, it doesn't work like the ones from the original.

  • AE SetUp
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Custom script: set udg_AE_Hash = InitHashtable()
      • -------- Configuration --------
      • -------- Determines the damage --------
      • Set AE_Damage[1] = 50.00
      • Set AE_Damage[2] = 75.00
      • Set AE_Damage[3] = 100.00
      • -------- Determines the mana burn --------
      • Set AE_ManaBurn[1] = 50.00
      • Set AE_ManaBurn[2] = 75.00
      • Set AE_ManaBurn[3] = 100.00
      • -------- Determines the duration --------
      • Set AE_Duration[1] = 5.00
      • Set AE_Duration[2] = 10.00
      • Set AE_Duration[3] = 15.00
      • -------- Determines the radius of AoE --------
      • Set AE_Radius[1] = 500.00
      • Set AE_Radius[2] = 750.00
      • Set AE_Radius[3] = 1000.00
      • -------- Determines the height of the orbs --------
      • -------- By Arc --------
      • Set AE_Height[1] = 0.50
      • Set AE_Height[2] = 0.75
      • Set AE_Height[3] = 1.00
      • -------- Determines the touch radius of the orb --------
      • Set AE_DamageRadius = 75.00
      • -------- Determines the number of orbs --------
      • -------- By Hex --------
      • Set AE_OrbsNumberMin[1] = 1
      • Set AE_OrbsNumberMax[1] = 3
      • Set AE_OrbsNumberMin[2] = 2
      • Set AE_OrbsNumberMax[2] = 4
      • Set AE_OrbsNumberMin[3] = 3
      • Set AE_OrbsNumberMax[3] = 5
      • -------- Determines the orb interval --------
      • Set AE_OrbInterval = 0.20
      • -------- Determines the SFX when orbs drop --------
      • Set AE_SFX[1] = Units\NightElf\Wisp\WispExplode.mdl
  • AE Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Impetigo Arcanim
    • Actions
      • -------- Variables --------
      • Set AE_Caster = (Triggering unit)
      • Custom script: set udg_AE_CasterKey = GetHandleId(udg_AE_Caster)
      • -------- Starting Loop --------
      • Set AE_CurrentDuration = 0.00
      • Set AE_Level = (Level of Impetigo Arcanim for AE_Caster)
      • Hashtable - Save AE_CurrentDuration as 0 of AE_CasterKey in AE_Hash
      • Hashtable - Save AE_Level as 1 of AE_CasterKey in AE_Hash
      • Unit Group - Add AE_Caster to AE_LoopGroup
  • AE Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in AE_LoopGroup and do (Actions)
        • Loop - Actions
          • Set AE_U = (Picked unit)
          • Custom script: set udg_AE_UKey = GetHandleId(udg_AE_U)
          • -------- Load --------
          • Set AE_CurrentDuration = (Load 0 of AE_UKey from AE_Hash)
          • Set AE_Level = (Load 1 of AE_UKey from AE_Hash)
          • Set AE_Timer = (Load 2 of AE_UKey from AE_Hash)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AE_CurrentDuration Less than AE_Duration[AE_Level]
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AE_Timer Greater than AE_OrbInterval
                • Then - Actions
                  • -------- Creating Orbs --------
                  • Set AE_ULoc = (Position of AE_U)
                  • Set AE_Owner = (Owner of AE_U)
                  • -------- Determines the hex number of orbs --------
                  • Set AE_OrbHex = (Random integer number between AE_OrbsNumberMin[AE_Level] and AE_OrbsNumberMax[AE_Level])
                  • For each (Integer AE_Integer) from 1 to AE_OrbHex, do (Actions)
                    • Loop - Actions
                      • Unit - Create 1 AE Missile for AE_Owner at AE_Loc facing (Random angle) degrees
                      • Set AE_Orb = (Last created unit)
                      • Custom script: set udg_AE_OrbKey = GetHandleId(udg_AE_Orb)
                      • -------- Variables for the orbs --------
                      • Set AE_Distance = (Random real number between 0.00 and AE_Radius[AE_Level])
                      • Set AE_Arc = (AE_Distance x AE_Height[AE_Level])
                      • Set AE_CurrentHeight = 0.00
                      • Set AE_Travelled = 0.00
                      • -------- Due to that we will save first the travelled before we use the change height,i added a value so that it will use the height first --------
                      • -------- Saving Variables --------
                      • Hashtable - Save AE_Distance as 0 of AE_OrbKey in AE_Hash
                      • Hashtable - Save AE_Arc as 1 of AE_OrbKey in AE_Hash
                      • Hashtable - Save AE_Travelled as 2 of AE_OrbKey in AE_Hash
                      • Hashtable - Save AE_Level as 3 of AE_OrbKey in AE_Hash
                      • Hashtable - Save Handle OfAE_Owner as 4 of AE_OrbKey in AE_Hash
                      • Hashtable - Save AE_CurrentHeight as 5 of AE_TempKey in AE_Hash
                      • -------- Starting Loop --------
                      • Unit Group - Add AE_Orb to AE_OrbsGroup
                  • -------- Clean Leak --------
                  • Custom script: call RemoveLocation(udg_AE_ULoc)
                  • Hashtable - Save 0.00 as 2 of AE_UKey in AE_Hash
                • Else - Actions
                  • Hashtable - Save (AE_Timer + 0.03) as 2 of AE_UKey in AE_Hash
              • -------- Saving Variables --------
              • Hashtable - Save (AE_CurrentDuration + 0.03) as 0 of AE_UKey in AE_Hash
            • Else - Actions
              • Hashtable - Clear all child hashtables of child AE_UKey in AE_Hash
              • Unit Group - Remove AE_U from AE_LoopGroup
      • Unit Group - Pick every unit in AE_OrbsGroup and do (Actions)
        • Loop - Actions
          • Set AE_Orbs = (Picked unit)
          • Custom script: set udg_AE_TempKey = GetHandleId(udg_AE_Orbs)
          • -------- Load --------
          • Set AE_Distance = (Load 0 of AE_TempKey from AE_Hash)
          • Set AE_Arc = (Load 1 of AE_TempKey from AE_Hash)
          • Set AE_Travelled = (Load 2 of AE_TempKey from AE_Hash)
          • Set AE_Level = (Load 3 of AE_TempKey from AE_Hash)
          • Set AE_Owner = (Load 4 of AE_TempKey in AE_Hash)
          • Set AE_CurrentHeight = (Load 5 of AE_TempKey from AE_Hash)
          • -------- Checking --------
          • Set AE_Loc = (Position of AE_Orbs)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AE_Travelled Less than AE_Distance
            • Then - Actions
              • Set AE_Offset = (AE_Loc offset by (AE_Distance x 0.03) towards (Facing of AE_Orbs) degrees)
              • -------- Moving Unit --------
              • Unit - Move AE_Orbs instantly to AE_Offset
              • -------- Changing Height --------
              • Hashtable - Save (AE_Travelled + (AE_Distance x 0.03)) as 2 of AE_TempKey in AE_Hash
              • Hashtable - Save (((4.00 x AE_Arc) / AE_Distance) x (((Load 2 of AE_TempKey from AE_Hash) / AE_Distance) x (AE_Distance - (Load 2 of AE_TempKey from AE_Hash)))) as 5 of AE_TempKey in AE_Hash
              • Animation - Change AE_Orbs flying height to (Load 5 of AE_TempKey from AE_Hash) at 0.00
              • -------- Saving --------
              • Custom script: call RemoveLocation(udg_AE_Offset)
            • Else - Actions
              • -------- Damaging Units --------
              • Unit - Kill AE_Orbs
              • Set AE_DamageGroup = (Units within AE_DamageRadius of AE_Loc)
              • Unit Group - Pick every unit in AE_DamageGroup and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • And - All (Conditions) are true
                        • Conditions
                          • ((Picked unit) is A structure) Not equal to True
                          • ((Picked unit) is Magic Immune) Not equal to True
                          • ((Picked unit) is alive) Equal to True
                          • ((Picked unit) belongs to an enemy of AE_Owner) Equal to True
                    • Then - Actions
                      • -------- Damaging --------
                      • Unit - Cause AE_Orbs to damage (Picked unit), dealing AE_Damage[AE_Level] damage of attack type Spells and damage type Normal
                      • -------- Burning Mana --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Mana of (Picked unit)) Greater than 0.00
                        • Then - Actions
                          • Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - AE_ManaBurn[AE_Level])
                        • Else - Actions
                    • Else - Actions
              • -------- SFX --------
              • Special Effect - Create a special effect at AE_Loc using AE_SFX[1]
              • Special Effect - Destroy (Last created special effect)
              • -------- Clean UP --------
              • Custom script: call DestroyGroup(udg_AE_DamageGroup)
              • Hashtable - Clear all child hashtables of child AE_TempKey in AE_Hash
              • Unit Group - Remove AE_Orbs from AE_OrbsGroup
          • Custom script: call RemoveLocation(udg_AE_Loc)
NOTE: Impetigo Arcanim is just the renamed version of Arcane Eruption.
Any fix?
(seems like hard to import custom spells from here to another map.)
 
Level 3
Joined
Jul 27, 2012
Messages
33
i think better u import all first in original map, such object(ability, unit, trigger, model), then u export all of them to your map, import model firstly, object, and trigger lastly, to make sure the ability work, use import manager in object editor, trigger, and model
 
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