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[Trigger] Casts at the same time

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Level 12
Joined
May 12, 2012
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631
I have this spell (I didn't make it) that when I cast one of them, both spells activates at the same time, here is the triggers


  • Omnislash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Omnislash
    • Actions
      • Set o = (Triggering unit)
      • Set t = (Target unit of ability being cast)
      • Set tl = (Position of t)
      • If ((Level of Omnislash for o) Equal to 1) then do (Set loops = 9) else do (Do nothing)
      • Unit - Make o Invulnerable
      • Animation - Change o's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
      • Selection - Remove o from selection
      • Unit - Pause (Casting unit)
      • Unit - Move o instantly to tl
      • Custom script: call RemoveLocation(udg_tl)
      • Animation - Play o's attack animation
      • Unit - Cause o to damage t, dealing (Random real number between 250.00 and 350.00) damage of attack type Hero and damage type Normal
      • Special Effect - Create a special effect attached to the chest of o using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • For each (Integer A) from 1 to loops, do (Actions)
        • Loop - Actions
          • Wait 0.30 game-time seconds
          • Set o_current_loc = (Position of o)
          • Set EG[1] = (Units within 600.00 of o_current_loc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of o)) Equal to True) and ((((Matching unit) is A flying
          • Set EG[2] = (Random 1 units from EG[1])
          • Custom script: call RemoveLocation(udg_o_current_loc)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in EG[1]) Greater than 0
            • Then - Actions
              • Unit Group - Pick every unit in EG[2] and do (Actions)
                • Loop - Actions
                  • Set p = (Picked unit)
                  • Set pl = (Position of p)
                  • Selection - Remove o from selection
                  • Unit - Pause (Casting unit)
                  • Unit - Move o instantly to pl
                  • Custom script: call RemoveLocation(udg_pl)
                  • Animation - Play o's attack animation
                  • Unit - Cause o to damage p, dealing (Random real number between 250.00 and 350.00) damage of attack type Hero and damage type Normal
                  • Special Effect - Create a special effect attached to the chest of o using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
                  • Special Effect - Destroy (Last created special effect)
              • Custom script: call DestroyGroup(udg_EG[1])
              • Custom script: call DestroyGroup(udg_EG[2])
            • Else - Actions
              • Custom script: set bj_forLoopAIndex = bj_forLoopAIndexEnd + 1
              • Custom script: call DestroyGroup(udg_EG[1])
              • Custom script: call DestroyGroup(udg_EG[2])
              • Selection - Add o to selection for (Owner of o)
              • Animation - Change o's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Unit - Make o Vulnerable
      • Selection - Add o to selection for (Owner of o)
      • Animation - Change o's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Unit - Make o Vulnerable
      • Unit - Unpause (Casting unit)

  • FiveEdges
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to 5 Edges
    • Actions
      • Unit Group - Remove all units from fegroup
      • Set fereal = 500.00
      • Set fecaster = (Triggering unit)
      • Set fetarget = (Target unit of ability being cast)
      • Set fepoint = (Position of fetarget)
      • Unit - Pause fecaster
      • Unit - Pause fetarget
      • Unit - Hide fecaster
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Set fepoint2 = (fepoint offset by 500.00 towards (0.00 + (72.00 x (Real((Integer A))))) degrees)
          • Unit - Create 1 5 Edges Dummy for (Owner of fecaster) at fepoint2 facing fepoint
          • Unit Group - Add (Last created unit) to fegroup
          • Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 60.00% transparency
          • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Add a 1.75 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation (udg_fepoint2)
      • Trigger - Turn on FiveEdgesMovement <gen>
      • Wait 1.50 seconds
      • Trigger - Turn off FiveEdgesMovement <gen>
      • Unit - Unhide fecaster
      • Unit - Unpause fecaster
      • Unit - Unpause fetarget
      • Selection - Add fecaster to selection for (Owner of fecaster)
      • Animation - Play fecaster's stand ready animation
      • Wait 2.00 seconds
      • Animation - Reset fecaster's animation
      • Custom script: call RemoveLocation (udg_fepickedunit)
      • Custom script: call RemoveLocation (udg_fepoint)
This is Initially Off
  • FiveEdgesMovement
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set fegroup = fegroup
      • Set fereal = (fereal - 9.00)
      • Unit Group - Pick every unit in fegroup and do (Actions)
        • Loop - Actions
          • Set fepickedunit = (Position of (Picked unit))
          • Set fepickedunit2 = (Picked unit)
          • Set fepoint3 = (fepickedunit offset by 10.00 towards (Facing of fepickedunit2) degrees)
          • Unit - Move (Picked unit) instantly to fepoint3, facing ((Facing of (Picked unit)) + 0.00) degrees
          • Set fedistance1 = (Distance between fepickedunit and fepoint)
          • Custom script: call RemoveLocation (udg_fepickedunit)
          • Custom script: call RemoveLocation (udg_fepoint3)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • fedistance1 Less than or equal to 150.00
            • Then - Actions
              • Animation - Change fepickedunit2's animation speed to 500.00% of its original speed
              • Animation - Queue fepickedunit2's attack animation
              • Animation - Play (Picked unit)'s attack animation
              • Unit - Cause fecaster to damage fetarget, dealing (((Real((Agility of fecaster (Include bonuses)))) x (Real((Level of 5 Edges for fecaster)))) / 16.00) damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect attached to the chest of fetarget using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
              • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • fedistance1 Less than or equal to 10.00
                • Then - Actions
                  • Special Effect - Create a special effect attached to the origin of fepickedunit2 using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
                  • Special Effect - Destroy (Last created special effect)
                • Else - Actions
              • Skip remaining actions
            • Else - Actions
              • Do nothing
          • Animation - Queue fepickedunit2's walk animation
          • Animation - Play (Picked unit)'s walk animation
  • Fiveedge corpse remove
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is in fegroup) Equal to True
    • Actions
      • Wait 0.25 seconds
      • Unit - Remove (Dying unit) from the game
 
Level 9
Joined
Jul 10, 2011
Messages
562
dummy spells/abilities not dummys.

for each spell you use a dummy ability (the one you can click) to activate it. its made in the OE. that has to be the same one to activate both at the same time. change the dummy base spell and the problem is gone.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
If both spells have the same base order id they might affect each other.
Not might, but will 100%.

Use Channel as your base ability, because that ability has the option to change its Order ID under Level X - Data - Base Order ID field in Object Editor.

Channel is an ability, not Channeling, it's 2 different thing.
* Object Editor -> Abilities Tab -> CTRL + F -> Type in "Channel" -> That's the ability.

Just change it to anything you want, anything works.
Just don't change it for both spells, having same Order ID, it would override each other.

For example you have 2 abilities that have same Order ID;
channel
channel

So when one of them is activated, others gets activated too because they have the same Order ID.

What you should do, is change them to not have same Order ID;
channel
charm

"channel" and "charm" are both different Order ID, therefore there will be no more override of Order ID would occur (unless you have another ability that have the same Order ID as "charm" / etc)
 
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