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Chaos Destruction v1.1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Chaos Destruction [R]
-Destruction is flung in all directions in. waves of doom, each wave deals 50 damage up to a max of 600 damage.

Ethereal. is my name on Steam that I use. This spell was made, and uploaded by ME.
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Chaos Destruction
  • Actions
    • -------- Configurable --------
    • Set BeamCount = 12
    • -------- Spell --------
    • Set TempUnit = (Triggering unit)
    • Set TempLoc2_2 = (Position of TempUnit)
    • Set AoE = 20.00
    • For each (Integer TempLoop) from 1 to BeamCount, do (Actions)
      • Loop - Actions
        • Unit - Create 1 DummyCaster for (Owner of TempUnit) at TempLoc2_2 facing Default building facing degrees
        • Set DummyCaster = (Last created unit)
        • Set TempReal = (TempReal + (360.00 / (Real(BeamCount))))
        • Set TempLoc1_2 = (TempLoc2_2 offset by AoE towards ((Facing of TempUnit) + TempReal) degrees)
        • Unit - Order DummyCaster to Undead Dreadlord - Inferno TempLoc1_2
        • Unit - Add a 0.50 second Generic expiration timer to DummyCaster
        • Custom script: call RemoveLocation(udg_TempLoc1_2)
    • Custom script: call RemoveLocation(udg_TempLoc2_2)
    • Custom script: set udg_TempReal = 0
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • Or - Any (Conditions) are true
      • Conditions
        • (Ability being cast) Equal to DummyAbil
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Index_Size3 Equal to 0
      • Then - Actions
        • Trigger - Turn on ChaosDestruction Loop <gen>
      • Else - Actions
    • Set Index_Size3 = (Index_Size3 + 1)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Index_Size3 Greater than Index_MaxSize2
      • Then - Actions
        • Set Index2[Index_Size3] = Index_Size3
        • Set Index_MaxSize2 = Index_Size3
      • Else - Actions
    • Set TempInteger2 = Index2[Index_Size3]
    • Set TempLoc1_2 = (Position of (Triggering unit))
    • Set TempLoc2_2 = (Target point of ability being cast)
    • Set TempUnit_MUI[TempInteger2] = (Triggering unit)
    • Set SWGroup[TempInteger2] = (Last created unit group)
    • Unit - Create 1 DummyBeam for (Owner of TempUnit_MUI[TempInteger2]) at TempLoc1_2 facing (Angle from TempLoc1_2 to TempLoc2_2) degrees
    • Set Missile2[TempInteger2] = (Last created unit)
    • Unit - Turn collision for Missile2[TempInteger2] Off
    • Unit - Move Missile2[TempInteger2] instantly to TempLoc1_2
    • Set Angle3[TempInteger2] = (Angle from TempLoc1_2 to TempLoc2_2)
    • -------- Configurables --------
    • Set Speed2[TempInteger2] = 25.00
    • Set Duration2[TempInteger2] = 1.00
    • Set AoE = 200.00
    • Set Damage[TempInteger2] = 50.00
    • -------- (^Damage for each WAVE^) --------
    • -------- ---------------------- --------
    • Unit - Add a Duration2[TempInteger2] second Generic expiration timer to Missile2[TempInteger2]
    • Unit - Make Missile2[TempInteger2] Explode on death
    • Custom script: call RemoveLocation(udg_TempLoc1_2)
    • Custom script: call RemoveLocation(udg_TempLoc2_2)
  • Events
    • Time - Every 0.03 seconds of game time
  • Conditions
  • Actions
    • For each (Integer SWLoop) from 1 to Index_Size3, do (Actions)
      • Loop - Actions
        • Set TempInteger2 = Index2[SWLoop]
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Duration2[TempInteger2] Greater than 0.00
          • Then - Actions
            • Set TempLoc1_2 = (Position of Missile2[TempInteger2])
            • Set TempLoc2_2 = (TempLoc1_2 offset by Speed2[TempInteger2] towards Angle3[TempInteger2] degrees)
            • Unit - Move Missile2[TempInteger2] instantly to TempLoc2_2, facing Angle3[TempInteger2] degrees
            • Special Effect - Create a special effect at TempLoc2_2 using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
            • Special Effect - Destroy (Last created special effect)
            • Custom script: set bj_wantDestroyGroup=true
            • Unit Group - Pick every unit in (Units within AoE of TempLoc2_2) and do (Actions)
              • Loop - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (TempUnit_MUI[TempInteger2] belongs to an enemy of (Owner of (Picked unit))) Equal to True
                    • ((Picked unit) is in SWGroup[TempInteger2]) Equal to False
                    • ((Picked unit) is alive) Equal to True
                    • ((Picked unit) is A structure) Equal to False
                  • Then - Actions
                    • Unit - Cause Missile2[TempInteger2] to damage (Picked unit), dealing Damage[TempInteger2] damage of attack type Chaos and damage type Demolition
                    • Unit Group - Add (Picked unit) to SWGroup[TempInteger2]
                  • Else - Actions
            • Set Duration2[TempInteger2] = (Duration2[TempInteger2] - 0.03)
            • Custom script: call RemoveLocation(udg_TempLoc1_2)
            • Custom script: call RemoveLocation(udg_TempLoc2_2)
          • Else - Actions
            • Custom script: call DestroyGroup(udg_SWGroup[udg_TempInteger2])
            • Set Index2[SWLoop] = Index2[Index_Size3]
            • Set Index2[Index_Size3] = TempInteger2
            • Set Index_Size3 = (Index_Size3 - 1)
            • Set SWLoop = (SWLoop - 1)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Index_Size3 Equal to 0
              • Then - Actions
                • Set Duration2[TempInteger2] = 0.00
                • Trigger - Turn off (This trigger)
              • Else - Actions
Keywords:
chaos,destruction,boom,explode,explosion,spell,ethereal,baka,beep,bam,splash,spoon,spock
Contents

Chaos Destruction (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Chaos Destruction v1.1 | Reviewed by Maker | 17th November 2013 Concept[/COLOR]] The spell is not that original since there are a lot of spells that do the same as yours However...

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.


Chaos Destruction v1.1 | Reviewed by Maker | 17th November 2013

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Concept[/COLOR]]
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  • The spell is not that original since there are a lot of spells that do the same as yours
    However the spell is still useful
Triggers[/COLOR]]
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  • There are no leaks and the spell is MUI
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  • The spell does not support levels
  • The spell is not easily configurable
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  • The spell causes a heavy FPS drop even with one cast
Objects[/COLOR]]
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  • The dummies give a lot of visibility
  • The dummy ability can the cast delay of it serves only as a delay
    that you could trigger
  • The spell uses spell, channle animation, the caster does not have that
  • There is no follow through time
  • The spell has only one level
Effects[/COLOR]]
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  • The effects look ok
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  • You spam effects a lot
Rating[/COLOR]]
CONCEPTTRIGGERSOBJECTSEFFECTSRATINGSTATUS
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NEEDS FIX

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Level 16
Joined
Jul 31, 2012
Messages
2,217
1.0 Review

Personal Words

Review

Suggestions

Rating

Judgement

Note

The Spell Effects are quite cool
Firstly: The Spell Effects are really cool, BUT a single cast impossibly reduces the FPS by 40 causing immense lag, especially with some any other spell > The Death Coil Effect HAS to be changed to whatsoever has less particles

SWGroup is not created before as said above

Configurability is... like a 0/100, there should be a configuration trigger, check other spells for more info

  • Set A = (360.00 / (Real(BeamCount)))
This is useless, it can be replaced here:
  • Set TempReal = (TempReal + (360.00 / (Real(BeamCount))))

All variables you have, except the ones that have temp_ as prefix, SHOULD have SW_ as prefix

Index_Size3 >> SW_Index_Size (without the '3' and with SW_)

  • Unit - Order DummyCaster to Undead Dreadlord - Inferno TempLoc1_2
This is Non-Sense, MERGE the Init Triggers you have with the other ones!

Casting the spell in some areas (unpathable) makes it not execute due to the Inferno Cast Problem

Trying to Create a Line Damage is a fail (by adding the units to SW group and then checking if the unit is in the group)

SWGroup is not remove/cleared at the end of the spell/instance
FIX the FAULTS
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If You want me to review an Update of This Spell, Please Notify me this by VM or PM
 
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