Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
Here is an improved version of Darkgrom's trigger:
Trigger
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Bloodlust
Actions
Set point = (Target point of ability being cast)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in Units within 500.00 of point matching (Owner of (Mathing Unit)) is an ally of (Owner of Triggering Unit)) Equal to true and do (Actions)
Loop - Actions
Set point = Position of (Picked unit)
Unit - Create 1 Dummy for Owner of (Triggering Unit) at point facing Default building facing degrees
Unit - Add Bloodlust to Last created unit
Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Picked unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
The trigger is still not very efficient and can be buggy, use 1 dummy for all units...
(set anim time to 0, no collision etc move this dummy exactly on the picked unit and let it cast)
Infinity loop example
Your trigger reacts on bloodlust spell cast, and what is the function doing? Creating dummy which cast next bloodlust!
Change the condition refering to ability being cast to some differend ability. Afterall you want to make non autocast BL. >.>
@Mr_Bean Trigger leaks location in case you redeclare it without destroying prevoius one. You need second parameter to make it properly.
You can improve the trigger a bit with (Owner of Triggering Unit)) >> (Triggering player) replacement. Additionaly, please add filter for alive and non structure units as Maker said.
@TaShadan Fixed trigger:
Trigger
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to SomeSpell
Actions
Set point = (Target point of ability being cast)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in Units within 500.00 of point matching (((Owner of (Mathing Unit)) is an ally of (Triggering player) Equal to True) and ((Matching unit) is alive Eqaul to True) and ((Matching unit) is Building Not equal to True)) and do (Actions)
Loop - Actions
Set p = Position of (Picked unit)
Unit - Create 1 Dummy for (Triggering player) at point facing Default building facing degrees
Unit - Add Bloodlust to Last created unit
Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Picked unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_p)
Custom script: call RemoveLocation(udg_point)
Ofcourse, we can omit second location parameter and just create dummies in 'point = (Target point of ability being cast)', just make sure dummy's bloodlust has enough range to be castable.
Unit Group - Pick every unit in (Units within 400.00 of point matching (((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit))) Equal to True)) and do (Actions)
Loop - Actions
Set point = (Target point of ability being cast)
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at point facing (Position of (Triggering unit))
Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Picked unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_point)
i just came that far iam too noob to put in "and"
spinnaker can you attach a dummy map with the trigger plz?
when you want to set more than one conditions in a loop, look for the "And" condition first. it has "(Condition) And (Condition)", giving you an option to provide more than one conditions.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.