Burrow Strike 1.3

This bundle is marked as approved. It works and satisfies the submission rules.
This is my first upload here.
Idea of this spell i see in DotA of the Sand King.

Description :
Slams the ground with the Crypt Lord's massive claws, shooting spiked tendrils out in a straight line, dealing damage and hurling enemy ground units into the air in their wake then moves Crypt Lord to the last spike. |n|n|cffffcc00Level 1|r - 80 damage, 3 second stun. |n|cffffcc00Level 2|r - 110 damage, 5 second stun. |n|cffffcc00Level 3|r - 180 damage, 7 second stun.

About :
This spell dont have more special effect because it is Enchaned Spell.
Only change whatever you want in Object Editor.
In the spell only changeble is special effect and reals.

Trigger :
BS Cast
  • BS Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Burrow Strike
    • Actions
      • -------- Setting base things --------
      • -------- first is Caster --------
      • Set BS_Caster = (Triggering unit)
      • -------- Now setting points. --------
      • -------- Target point --------
      • Set BS_Target_Point = (Target point of ability being cast)
      • -------- Caster point --------
      • -------- (Position of Caster) --------
      • Set BS_Caster_Point = (Position of BS_Caster)
      • -------- Now setting reals --------
      • -------- Facing --------
      • Set BS_Facing = (Facing of BS_Caster)
      • -------- Angle --------
      • Set BS_Angle = (Angle from BS_Caster_Point to BS_Target_Point)
      • -------- Distance --------
      • Set BS_Distance = (Distance between BS_Caster_Point and BS_Target_Point)
      • -------- Now this number to distance/with this number. --------
      • Set BS_Number = 100.00
      • -------- Calculating this distance with number. --------
      • Set BS_Distance_of_Impale = (BS_Distance / BS_Number)
      • -------- Setting base abilities. To easier change abilites within this spell --------
      • Set BS_Ability[1] = Burrow Strike (Dummy)
      • Set BS_Ability[2] = Burrow Strike
      • -------- Making an Deformation to spell looks greater --------
      • Environment - Create a 0.25 second wave deformation from BS_Caster_Point to BS_Target_Point with radius 160.00, depth -75.00, and a 1.50 second trailing delay
      • -------- Playing an animation --------
      • Animation - Play BS_Caster's morph animation
      • -------- Making caster to face at target point. And turning off his collision size. --------
      • Unit - Make BS_Caster face BS_Target_Point over 1.00 seconds
      • Unit - Turn collision for BS_Caster Off
      • -------- Now starting with spell --------
      • For each (Integer BS_Integer) from 1 to (Integer(BS_Distance_of_Impale)), do (Actions)
        • Loop - Actions
          • -------- Setting point, that will create dummies at other points, and make impale to reach only distance that you have casted --------
          • Set BS_Move_Point = (BS_Caster_Point offset by ((Real(BS_Integer)) x 100.00) towards BS_Angle degrees)
          • -------- Creating that dummy, adding him spells and ordering him to cast impale --------
          • Unit - Create 1 Burrow Strike for (Owner of BS_Caster) at BS_Move_Point facing BS_Angle degrees
          • Unit - Set level of BS_Ability[1] for (Last created unit) to (Level of BS_Ability[2] for BS_Caster)
          • Unit - Add a 1.20 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Undead Crypt Lord - Impale BS_Target_Point
          • -------- Creating special effect to make spell greater, and to make it eye candy. --------
          • Special Effect - Create a special effect at BS_Move_Point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation(udg_BS_Move_Point)
      • -------- Finalising spell. Moving unit to target point --------
      • Unit - Move BS_Caster instantly to BS_Target_Point
      • -------- Playing another animation --------
      • Animation - Play BS_Caster's morph alternate animation
      • -------- Turning on his collision size --------
      • Unit - Turn collision for BS_Caster On
      • -------- Removing Leaks --------
      • Set BS_Caster = No unit
      • Set BS_Facing = 0.00
      • Set BS_Angle = 0.00
      • Custom script: call RemoveLocation(udg_BS_Target_Point)
      • Custom script: call RemoveLocation(udg_BS_Caster_Point)
      • Custom script: call RemoveLocation(udg_BS_Move_Point)


Please Comment and Rate.

Changed the variables.

Totaly new conscrution of triggers.Fixed all leaks.
Added new terrain..

Fixed some actions, changed action variables.


Keywords:
Burrow,Impale,Attack,Blink,Enchaned Spell.
Contents

Just another Warcraft III map (Map)

Reviews
00:54, 3rd Jan 2010 TriggerHappy: Your configurables should be in a separate trigger. Please don't use waits. This is not MUI nor MPI. New review: 14:40, 21st April 2010 The_Reborn_Devil: The triggering looks ok, but you don't need to...

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00:54, 3rd Jan 2010
TriggerHappy:

Your configurables should be in a separate trigger.
Please don't use waits.

This is not MUI nor MPI.


New review:
14:40, 21st April 2010
The_Reborn_Devil:

The triggering looks ok, but you don't need to null the globals though. It's not that unique, but I doubt one more will hurt.


Status: Approved
Rating: Useful
 
Level 36
Joined
Mar 6, 2006
Messages
9,243
  • Set Impale_Target_Point[1] = ((Position of Impale_Caster) offset by 665.00 towards (Facing of Impale_Caster) degrees)
That leaks a location. Position of unit is one location, the offset location is another.

Spell not MUI due to using waits and globals-> it won't be approved.

The spell is pretty decent, if you fix these issues.
 
the test map itself is lacking.


you need to at least present your spell with some generic triggers, like vision of the whole map, removing the victory conditions, and placing some enemies near the hero.


as for the spell, i havent looked at the script yet, but so far i can see that you are using some dummy ability that shows up after you use the spell, which is not a good thing.
and for me, the impale only came up once, then i never saw the spikes again.
also this is more like, Impale, then Teleport, not Impale while moving toward enemy.

overall, lacking.
 
Level 36
Joined
Mar 6, 2006
Messages
9,243
Set point1 = position of unit
Set point2 = point1 offset by...

That will fix the location leak.

Add another Crypt Lord into the map and cast the spell with both units as quickly as you can. You'll see that it doesn't work correctly for the first unit that cast the spell. When the second unit casts the spell, the variables get overwritten.
 
Level 9
Joined
Aug 3, 2009
Messages
501
Doesn't look too "peachy" right now. Far from Approval at this point, but could you at least change the name? (DotA-ish both in concept and name)
Your first upload was of a spell already in existence and widely known, not too much originality there,eh? (And P.S. - a 7 second stun for lvl 3 ?...)

- Rating 2/5 (fix , tweak it)
- Voting for Rejection (until further improvements)
 
Level 12
Joined
Jun 9, 2009
Messages
1,131
You have Description in the map.
For Burrow Strike you need to :
1. Pick up all abilities from object editor.
2. Pick up all buffs from objects editor.
3. You can create new or use this dummy.
4. Go to Prefences and turn on : Automaticaly create unknown variables while pasting trigger data.
5. Now you need copy the Burrow Strike to your map.
FINISHED
!!HAVE FUN!!









If you want you can add credit to Aneszej or 88WarCraFT3.
 
Level 13
Joined
Feb 18, 2009
Messages
1,382
Not Rated
00:54, 3rd Jan 2010
TriggerHappy:

Your configurables should be in a separate trigger.
Please don't use waits.

This is not MUI nor MPI.

I don't see him use a single wait. Am i blind??
 
Level 36
Joined
Mar 6, 2006
Messages
9,243
Leaks:
  • Set BS_Angle = (Angle from (Position of BS_Caster) to BS_Target_Point)
  • Environment - Create a 0.25 second wave deformation from (Position of BS_Caster) to...
Terrain deformations can cause desyncs in multiplayer, I don't recommend using them.

This should be inside the loop, otherwise it causes leaks:
  • Custom script: call RemoveLocation(udg_BS_Move_Point)
You don't have to null globals; the caster angle and facing.

The spell is kind of simple, but decent.
 
Level 9
Joined
Jun 25, 2009
Messages
427
88Warcraft, i don't know, never done this, but i hope this is how to make this thing MUI.

Should look a littl like this.
  • Burrow Strike?
    • Events:
      • Unit - Unit Starts the effect of an ability
    • Conditions:
      • (Ability being cast) equal to Burrow Strike
    • Actions:
      • Set Mui=(Mui+1)
      • Set Caster[Mui]=(Triggering Unit)
      • Set Facing[Mui]=(Facing of (Triggering Unit))
      • Set Distance[Mui]=15.00
      • Trigger - Turn on Burrow Loop<gen>
  • Burrow Loop
    • Events:
      • Time - Every 0.04 Seconds of Game-Time
    • Conditions:
    • Actions:
      • Set Position[Mui]=(Position of (Caster[Mui]))
      • Set Position_Off[Mui])=(Position[Mui] offset by Distance[Mui] facing Facing[Mui])
      • Unit - Move Caster[Mui] to Position_Off[Mui]
      • Custom script: call RemoveLocation(udg_Position[udg_Mui])
      • Custom script: call RemoveLocation(udg_Position_Off[udg_Mui])
      • Set Caster[Mui]=No Unit
      • Trigger - Turn off (This trigger)
WTF? I don't know how to remove [] positions. WE, you get the idea. (Don't use mine, it's an example)

Hope you got it ;)
Tiche3:grin:
 
Level 9
Joined
Jun 25, 2009
Messages
427
I knew that it wasn't Mui after i went through another spell. Fu hashtablorz, use indexing!! ;D (i'm sorry, i don't understand hashtablez, that's why meh doing stuff like that)
EDIT: And yeah, i did read some tutorials about hashtablez
 
hmmm... an instant burrowstrike... I guess its more useful if this isnt instant.

btw an instant burrowstrike can be made by editing the default impale (you can change the effects there) and then just teleport the caster using a trigger, it will only be just a few lines (only 3 lines of action in GUI)

anyway, coding looks fine...
 
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