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[Trigger] Blink Strike - with AoE

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Level 25
Joined
Dec 30, 2007
Messages
1,549
Hey

Just want to say this before i start:
I'm new to triggering and I'm not that much of an brain...

I've been trying to do a Blink that works something like this:

Blink with AoE
Unit chooses blink position
->
Unit "lands on"/"moves to" choosen position
->
Unit makes a 200 radious AoE Damage to all ground units
So I tried it, and it turned out to be bad ass hell.
Not that I expected something else.
  • Water Merge
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Water Merge
      • ((Targeted unit) is A ground unit) Equal to True
    • Actions
      • Unit Group - Pick every unit in (Units within 200.00 of (Position of (Casting unit))) and do (Actions)
        • Loop - Actions
          • Unit - Cause (Casting unit) to damage circular area after 0.10 seconds of radius 300.00 at (Position of (Casting unit)), dealing 500.00 damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the chest of (Attacked unit) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Then, when I was done, I took a look in
the Spell Section and searched for the famus spell "Blink Strike".

http://www.hiveworkshop.com/forums/...02809/?prev=search=Blink%20Stirke&d=list&r=20

Opened the trigger and saw
that people makes extra spell to get it to work.

The only spell I could come up with, that would work, was Pulverise.
But the problem is, the target needs to "hit"
something to "use" Pulverise, and I don't want that.
(I did a version of 2v2NE "Blink Strike" with Pulverise, but I didn't save it 'cause it looked wierd)

And here I'm stuck without have a clue what to do.
Got any ideas how to do a Blink AoE Strike?
If you do, help would be appreciate.
 
Level 25
Joined
Dec 30, 2007
Messages
1,549
  • Water Merge
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Water Merge
      • ((Targeted unit) is A ground unit) Equal to True
    • Actions
      • Unit Group - Pick every unit in (Units within 200.00 of (Target point of ability being cast)) and do (Actions)
        • Loop - Actions
          • Unit - Cause (Casting unit) to damage circular area after 0.10 seconds of radius 300.00 at (Target point of ability being cast), dealing 500.00 damage of attack type Spells and damage type Normal
Something like that?
Sorry if it's totally wrong.
 
  • Trigger
  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Water Merge
  • Actions
    • Set Point1 = (Target point of ability being cast))
    • Unit - Move (Triggering unit) at (Point1)
    • Set Temp_Group = (Units within 300.00 of (Point1) matching (((Matching unit) is a structure) Equal to False) and ((Matching unit) belongs to an enemy of (Owner of (Triggering unit)) Equal to True)
    • Unit Group - Pick up every unit in (Temp_Group) and do (Actions)
      • Loop - Actions
        • Unit - Cause (Triggering unit) to damage (Picked unit) dealing 500.00 damage of attack type spells and damage type Normal
    • Custom script: call RemoveLocation (udg_Point1)
    • Custom script: call DestroyGroup (udg_Temp_Group)
 
Level 25
Joined
Dec 30, 2007
Messages
1,549
That solved it? :nw:
Yes, somehow it did, but I guess it still leaks so I'll use Pharaoh_ version.

  • Trigger
  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Water Merge
  • Actions
    • Set Point1 = (Target point of ability being cast))
    • Unit - Move (Triggering unit) at (Point1)
    • Set Temp_Group = (Units within 300.00 of (Point1) matching (((Matching unit) is a structure) Equal to False) and ((Matching unit) belongs to an enemy of (Owner of (Triggering unit)) Equal to True)
    • Unit Group - Pick up every unit in (Temp_Group) and do (Actions)
      • Loop - Actions
        • Unit - Cause (Triggering unit) to damage (Picked unit) dealing 500.00 damage of attack type spells and damage type Normal
    • Custom script: call RemoveLocation (udg_Point1)
    • Custom script: call DestroyGroup (udg_Temp_Group)

Thanks alot mate ;)
 
Level 9
Joined
Nov 25, 2008
Messages
194
Only prob is, I'm quite sure, that this will interrupt the cooldown, because the move interrupts the cast, and I'm quite sure, "starts the effect of an abilty" starts slighty before cooldown triggers.


Try pausing triggering unit before moving and unpausing after.
 
Level 10
Joined
Aug 19, 2008
Messages
491
Only prob is, I'm quite sure, that this will interrupt the cooldown, because the move interrupts the cast, and I'm quite sure, "starts the effect of an abilty" starts slighty before cooldown triggers.


Try pausing triggering unit before moving and unpausing after.
Even if your statment is true (which I doubt), it doesn't matter since Moving the unit Instantly to the point is not like issuing the unit another order; it simply moves it to the destination without interupting it what so ever.
 
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