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Boulder Strike v. 1.2

Calls a Bolder from the sky to Strike enemy units dealing massive damage on impact, knocking back all enemies within an AoE and sending smaller boulders throught out the AoE, the smaller Boulders travel in an Arc and deal DPS to enemy units within 225 AoE.
Level 1 - 150 damage, 250 AoE, 3 smaller boulders, 50 DPS.
Level 2 - 200 damage, 350 AoE, 5 smaller boulders, 75 DPS.
Level 3 - 250 damage, 450 AoE, 7 smaller boulders, 100 DPS.
Level 4 - 300 damage, 550 AoE, 9 smaller boulders, 125 DPS.

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  • BS Initial
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Re-Set those Values to the fitting ones in your map --------
      • Set BS_Ability = Boulder Strike
      • Set BS_Dummy[1] = Boulder Dummy 1
      • Set BS_Dummy[2] = Boulder Dummy 2
      • Set BS_Dummy[3] = Boulder Dummy 3
      • -------- Re-Set those Values to the fitting ones in your map --------
      • -------- Some stuff (DO NOT CHANGE) --------
      • Custom script: set udg_HarvestDummy = CreateUnit(Player(15), 'hpea', 0, 0, 0)
      • Unit - Hide HarvestDummy
      • Custom script: set udg_BS_item = CreateItemLoc( 'texp', Location(0, 0) )
      • Item - Hide BS_item
      • Hashtable - Create a hashtable
      • Set BS_HA = (Last created hashtable)
      • -------- Abilities Values (Configurable) --------
      • -------- AoE --------
      • Set BS_AoE[1] = 250.00
      • Set BS_AoE[2] = 350.00
      • Set BS_AoE[3] = 450.00
      • Set BS_AoE[4] = 550.00
      • -------- Delay of the Boulder Landing Time --------
      • Set BS_LandingTime[1] = 1.50
      • Set BS_LandingTime[2] = 1.50
      • Set BS_LandingTime[3] = 1.50
      • Set BS_LandingTime[4] = 1.50
      • -------- amount of boulders spread after strike --------
      • Set BS_Boulders[1] = 3
      • Set BS_Boulders[2] = 5
      • Set BS_Boulders[3] = 7
      • Set BS_Boulders[4] = 9
      • -------- Damage done on impact in AoE --------
      • Set BS_ImpactDamage[1] = 150.00
      • Set BS_ImpactDamage[2] = 200.00
      • Set BS_ImpactDamage[3] = 250.00
      • Set BS_ImpactDamage[4] = 300.00
      • -------- DPS dealt by spreaded boulders --------
      • Set BS_DPS[1] = 50.00
      • Set BS_DPS[2] = 75.00
      • Set BS_DPS[3] = 100.00
      • Set BS_DPS[4] = 125.00
      • -------- AoE of the DPS --------
      • Set BS_DPS_AoE[1] = 225.00
      • Set BS_DPS_AoE[2] = 225.00
      • Set BS_DPS_AoE[3] = 225.00
      • Set BS_DPS_AoE[4] = 225.00
      • -------- Speed of which the spreaded boulders travel --------
      • Set BS_BoulderSpeed[1] = 1000.00
      • Set BS_BoulderSpeed[2] = 1000.00
      • Set BS_BoulderSpeed[3] = 1000.00
      • Set BS_BoulderSpeed[4] = 1000.00
      • -------- knockback speed --------
      • Set BS_KnockbackSpeed[1] = 1250.00
      • Set BS_KnockbackSpeed[2] = 1250.00
      • Set BS_KnockbackSpeed[3] = 1250.00
      • Set BS_KnockbackSpeed[4] = 1250.00
      • -------- Knockback Distance --------
      • -------- ---------------------------------- --------
      • -------- by setting this values to -1.00, it will make the spell knockback to the end of the AoE, setting it to other values will make the spell use the wanted value --------
      • -------- ---------------------------------- --------
      • Set BS_Knockback_Distance[1] = -1.00
      • Set BS_Knockback_Distance[2] = -1.00
      • Set BS_Knockback_Distance[3] = -1.00
      • Set BS_Knockback_Distance[4] = -1.00
  • BS Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to BS_Ability
    • Actions
      • Set temp_int = (Level of BS_Ability for (Triggering unit))
      • Set loc = (Target point of ability being cast)
      • Unit - Create 1 BS_Dummy[1] for (Triggering player) at loc facing Default building facing degrees
      • Animation - Change (Last created unit) flying height to 0.00 at (1000.00 / BS_LandingTime[temp_int])
      • Unit Group - Add (Last created unit) to BS_Group
      • Set Key = (Key (Last created unit))
      • Hashtable - Save temp_int as 0 of Key in BS_HA
      • Hashtable - Save BS_LandingTime[temp_int] as 1 of Key in BS_HA
      • Unit - Add a BS_LandingTime[temp_int] second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_loc)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BS_Instances Equal to 0
        • Then - Actions
          • Trigger - Turn on BS Loop <gen>
        • Else - Actions
      • Set BS_Instances = (BS_Instances + 1)
  • BS Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in BS_Group and do (Actions)
        • Loop - Actions
          • Set Unit = (Picked unit)
          • Custom script: set udg_Key = GetHandleId(udg_Unit)
          • Set temp_int = (Load 0 of Key from BS_HA)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Equal to Boulder Dummy 1
            • Then - Actions
              • Set temp_real = ((Load 1 of Key from BS_HA) - 0.03)
              • Hashtable - Save temp_real as 1 of Key in BS_HA
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • temp_real Less than or equal to 0.00
                • Then - Actions
                  • If ((Random percentage) Less than or equal to 50.00) then do (Set temp_real1 = 6.00) else do (Set temp_real1 = -6.00)
                  • Set loc = (Position of Unit)
                  • Unit - Create 1 BS_Dummy[3] for (Owner of Unit) at loc facing Default building facing degrees
                  • Animation - Change (Last created unit)'s size to ((BS_AoE[temp_int] / 1.25)%, 0.00%, 0.00%) of its original size
                  • Unit - Kill (Last created unit)
                  • Set UGroup = (Units within BS_AoE[temp_int] of loc matching ((((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an ally of (Owner of Unit)) Equal to False)) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) is A struc
                  • Unit Group - Add all units of UGroup to BS_Group
                  • Unit Group - Pick every unit in UGroup and do (Actions)
                    • Loop - Actions
                      • Set BS_Instances = (BS_Instances + 1)
                      • Set Unit1 = (Picked unit)
                      • Custom script: set udg_Key1 = GetHandleId(udg_Unit1)
                      • Set loc1 = (Position of Unit1)
                      • Unit - Cause Unit to damage Unit1, dealing BS_ImpactDamage[temp_int] damage of attack type Spells and damage type Magic
                      • Hashtable - Save temp_int as 0 of Key1 in BS_HA
                      • Hashtable - Save (Angle from loc to loc1) as 1 of Key1 in BS_HA
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • BS_Knockback_Distance[temp_int] Equal to -1.00
                        • Then - Actions
                          • Hashtable - Save (BS_AoE[temp_int] - (Distance between loc and loc1)) as 2 of Key1 in BS_HA
                        • Else - Actions
                          • Hashtable - Save BS_Knockback_Distance[temp_int] as 2 of Key1 in BS_HA
                      • Custom script: call RemoveLocation(udg_loc1)
                  • For each (Integer temp_int1) from 1 to BS_Boulders[temp_int], do (Actions)
                    • Loop - Actions
                      • Unit - Create 1 BS_Dummy[2] for (Owner of Unit) at loc facing ((360.00 / (Real(BS_Boulders[temp_int]))) x (Real(temp_int1))) degrees
                      • Set BS_Instances = (BS_Instances + 1)
                      • Unit Group - Add (Last created unit) to BS_Group
                      • Hashtable - Save temp_int as 0 of (Key (Last created unit)) in BS_HA
                      • Hashtable - Save ((360.00 / (Real(BS_Boulders[temp_int]))) x (Real(temp_int1))) as 1 of (Key (Last created unit)) in BS_HA
                      • Hashtable - Save BS_AoE[temp_int] as 2 of (Key (Last created unit)) in BS_HA
                      • Hashtable - Save temp_real1 as 3 of (Key (Last created unit)) in BS_HA
                  • Unit Group - Remove Unit from BS_Group
                  • Hashtable - Clear all child hashtables of child Key in BS_HA
                  • Custom script: call DestroyGroup(udg_UGroup)
                  • Custom script: call RemoveLocation(udg_loc)
                  • Set BS_Instances = (BS_Instances - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BS_Instances Equal to 0
                    • Then - Actions
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Picked unit)) Equal to Boulder Dummy 2
                • Then - Actions
                  • Set temp_real = (Load 2 of Key from BS_HA)
                  • Set temp_real = (temp_real - (BS_BoulderSpeed[temp_int] x 0.03))
                  • Hashtable - Save temp_real as 2 of Key in BS_HA
                  • Set temp_real1 = (Load 1 of Key from BS_HA)
                  • Set temp_real1 = (temp_real1 + (Load 3 of Key from BS_HA))
                  • Hashtable - Save temp_real1 as 1 of Key in BS_HA
                  • Set loc = (Position of Unit)
                  • Set loc1 = (loc offset by (BS_BoulderSpeed[temp_int] x 0.03) towards temp_real1 degrees)
                  • Special Effect - Create a special effect at loc using Abilities\Spells\Other\Volcano\VolcanoMissile.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Move Unit instantly to loc1
                  • Destructible - Pick every destructible within BS_DPS_AoE[temp_int] of loc and do (Actions)
                    • Loop - Actions
                      • Unit - Order HarvestDummy to Harvest (Picked destructible)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Current order of HarvestDummy) Equal to (Order(harvest))
                        • Then - Actions
                          • Destructible - Kill (Picked destructible)
                        • Else - Actions
                      • Unit - Order HarvestDummy to Stop
                  • Set UGroup = (Units within BS_DPS_AoE[temp_int] of loc matching ((((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an ally of (Owner of Unit)) Equal to False)) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) is A s
                  • Unit Group - Pick every unit in UGroup and do (Actions)
                    • Loop - Actions
                      • Unit - Cause Unit to damage (Picked unit), dealing (BS_DPS[temp_int] x 0.03) damage of attack type Spells and damage type Magic
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • temp_real Less than or equal to 0.00
                    • Then - Actions
                      • Unit - Kill Unit
                      • Unit Group - Remove Unit from BS_Group
                      • Hashtable - Clear all child hashtables of child Key in BS_HA
                      • Set BS_Instances = (BS_Instances - 1)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • BS_Instances Equal to 0
                        • Then - Actions
                          • Trigger - Turn off (This trigger)
                        • Else - Actions
                    • Else - Actions
                  • Custom script: call DestroyGroup(udg_UGroup)
                  • Custom script: call RemoveLocation(udg_loc)
                  • Custom script: call RemoveLocation(udg_loc1)
                • Else - Actions
                  • Set loc = (Position of Unit)
                  • Set CP_Point = (loc offset by (BS_KnockbackSpeed[temp_int] x 0.03) towards (Load 1 of Key from BS_HA) degrees)
                  • Set temp_real = (Load 2 of Key from BS_HA)
                  • Set temp_real = (temp_real - (BS_KnockbackSpeed[temp_int] x 0.03))
                  • Hashtable - Save temp_real as 2 of Key in BS_HA
                  • Special Effect - Create a special effect at loc using Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Trigger - Run Check Walkability <gen> (checking conditions)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • CP_PointIsWalkable Equal to True
                    • Then - Actions
                      • Custom script: call SetUnitX(udg_Unit, GetLocationX(udg_CP_Point))
                      • Custom script: call SetUnitY(udg_Unit, GetLocationY(udg_CP_Point))
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • temp_real Less than or equal to 0.00
                    • Then - Actions
                      • Unit Group - Remove Unit from BS_Group
                      • Hashtable - Clear all child hashtables of child Key in BS_HA
                      • Set BS_Instances = (BS_Instances - 1)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • BS_Instances Equal to 0
                        • Then - Actions
                          • Trigger - Turn off (This trigger)
                        • Else - Actions
                    • Else - Actions
                  • Custom script: call RemoveLocation(udg_loc)
                  • Custom script: call RemoveLocation(udg_loc1)
V. 1.0
Uploaded at Hive
V. 1.1
*Fixed some lines in the triggers
*You now can change the knockback distance and switch between End of the AoE or Custom Value
V. 1.2
*Changed the x and y variables into temp_int and temp_real variables
*Changed the way the system checks if it has to turn off the loop to an integer count
*Trigger Fixes
*Now the System uses PnF's Check Walkability System
Credits to PnF for his Check Walkability System


Keywords:
Boulder, Volcano, Fire, Knock back, Strike, Fall, Swirl
Contents

Boulder Strike (Map)

Reviews
11:55, 2nd Aug 2013 PurgeandFire: Changes made. Approved!

Moderator

M

Moderator

11:55, 2nd Aug 2013
PurgeandFire: Changes made. Approved!
 
Level 16
Joined
Jul 31, 2012
Messages
2,217
  • Set loc = (Point(0.00, 0.00))
you don't really need to do this :p the default location of points or locations are 0 (center of the map), even when they are nulled.
Must be a great spell, didn't test yet :p

I think calling a nulled variable is not very good, and when u do what u say, the location (0, 0) yes, but i think it will leak or cause something bad because the variable is null ;)
 
Level 29
Joined
Oct 24, 2012
Messages
6,543
its simple. although do it like this to make it easier.
  • Set tempX = get x of point
  • Set tempY = get y of point
  • Set tempR = unit facing
  • Set tempUnitType = Peasant
  • Custom script: set udg_HarvestDummy = CreateUnit( Player(15), udg_tempUnitType, udg_tempX, udg_tempY, udg_tempR)
the player(15) in custom script is in jass so that is actually for player 16. player 1 red would be Player( 0) player 2 blue is Player( 1) and so on
 
Review:
  • You shouldn't check if the group is empty every 0.03 seconds. It is inefficient internally. You should use your own counter to determine if the group is empty. For example, you would set the integer variable to:
    • Set TempInt = TempInt + 1
    In the "Cast" trigger. When you remove the unit from the group, simply decrement it:
    • Set TempInt = TempInt - 1
    Then instead of checking if the group is empty, you just see if "TempInt Equal to 0", then "Turn off (This trigger)".
  • Next time, you shouldn't use variable names like "x" or "loc" or "y/y2". It isn't a big issue for me, but it can become annoying for map makers when they see random variables and they don't know what it belongs to. I recommend that you prefix them with "BS_" like you did for the other ones--or make it "TempX" or "TempLoc".
  • Merge:
    • Set y = (Load 1 of Key from BS_HA)
      • Set y = (y - 0.03)
    To:
    • Set y = (Load 1 of Key from BS_HA) - 0.03
    (Do the same for y and y2 later on in the trigger as well)
  • Note that the default pathability checks that Warcraft III does only apply to preplaced pathing. As such, they will not take into account pathing blockers/buildings or any dynamic pathing. This may cause issues in playable maps if they use your spell. I highly recommend using the item pathing-check technique instead of your current pathing check.

Other than that, I think it is a very pretty spell. Good work.
 
Level 16
Joined
Jul 31, 2012
Messages
2,217
Great work. Love this one and your Freezing Bow spell. +Rep

Edit: but I do not think these spells can be used in one map without changing the names of the globals variables. :) Not a bit deal though.

Thanks, and i can't do anything for the variables, if you encounter another spell that have BS as initials, i am sorry for you bu you will have to change the variable names
 
Level 11
Joined
Oct 11, 2012
Messages
711
Thanks, and i can't do anything for the variables, if you encounter another spell that have BS as initials, i am sorry for you bu you will have to change the variable names

Actually I was talking about the two spells created by you, they share same globals, such as udg_Unit, etc. But as I said its not a big deal, :) Just a little suggestion, can you use more specific globals next time when you create a new spell? Coz I really like them and want to use them all. LOL
Good works! +Rep
 
Level 6
Joined
Mar 18, 2011
Messages
103
The spell is incredible but has an unpleasant bug:
1. Does not make enemies attacking you if you hit them with this.
2.(Suggestion) - Make the terrain change last for a few seconds after the multiple boulders disappear. Same goes for a crater in the middle.


Except those things, it's 5/5, so I voted 4.
 
Level 4
Joined
Aug 14, 2016
Messages
55
Hi.Im using this ability for one of my boss fights but since its channel,I dont know how to make my boss fight use it with "Order unit to "Ability" on a region"
I cant find channel ability in the list so i want to know is there any way to use this spell in this way?
 
Level 38
Joined
Feb 27, 2007
Messages
4,951
Channel can have its base order string changed, so edit that field (not order string use/turn on) in the ability to some point-targeted order (flamestrike, blizzard, summon stasis ward, etc.) and then order the unit to use that spell.
 
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