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Chaos Meteor v1.3.3
Submitted by
NightStalker
- Tags:
- Target Ground, GUI / Triggers
- Filesize:
- 30.2 KB
- Rating:
-
(1 vote)
- Downloads:
- 842
- Uploaded:
- Jan 29, 2014
- Updated:
- Sep 2, 2017
- Resources:
- 1
- Author(s):
- NightStalker
- State:
- Approved

This bundle is marked as approved. It works and satisfies the submission rules.
UPDATED: A meteor is created above the target location and it falls down until it meets the ground. While the meteor is falling, a fire ball moves in the effect range of the spell's current level in a circular motion. Then the meteor explodes and damages every enemy alive unit in an area, kills any trees.
The spell has 3 levels;
Level1 : 200 damage 300 AoE
Level2 : 300 damage 350 AoE
Level3 : 400 damage 400 AoE
First of all, go to "File -> Preferences" and check the box for "Automatically create unknown variables while pasting trigger data". Before copy pasting the spell triggers, copy and past the objects into your map first.
Units:
"CM_DummyBigChaos"
"CM_SecondDummy"
Abilities:
"Chaos Meteor"
Now you can copy and paste the triggers into your map.
And you are good to go!!
Additional info: I don't really think this spell is so unique though I wanted to upload this so people can use this when they need something like this.
All the help is from the Hive forums thanks for everyone who helped me learn the GUI and MUI systems
And special thanks to;
Custom Projectiles System
by leonguyen112
Visualize: Dynamic Indexing
by PurgeandFire
And a map explaining the MUI and GUI things
by pOke
-added one pointer variable again
-added sound effect
-----------------------------------
-Removed unnecessary additional point variables
-removed unnecessary unit group
-changed configuration event to "map init" from "elapsed time .5"
-----------------------------------
-Removed the sound
-Added level of ability variable
-Got rid of unit group leak
-Added a few variables also to make the changes easier for users
-----------------------------------
-Removed some leaks
-----------------------------------
-Changed prefix
-Added configurable dummy unit types
Keywords:
Meteor, Circular Movement, AoE Spell, Fire Spell, Chaos
The spell has 3 levels;
Level1 : 200 damage 300 AoE
Level2 : 300 damage 350 AoE
Level3 : 400 damage 400 AoE
Triggers
Configuration
-
CMSS Configuration
-
Events
-
Map initialization
-
-
Conditions
-
Actions
-
Set CMSS_AbilityID = Chaos Meteor
-
Set CMSS_StartingHeight = 1000.00
-
Set CMSS_FallingSpeed = (800.00 x 0.03)
-
-------- ----------Damage Depending on Level---------- --------
-
Set CMSS_Damage[1] = 200.00
-
Set CMSS_Damage[2] = 300.00
-
Set CMSS_Damage[3] = 400.00
-
-------- ----------AoE per level------------- --------
-
Set CMSS_AoE[1] = 300.00
-
Set CMSS_AoE[2] = 350.00
-
Set CMSS_AoE[3] = 400.00
-
-------- ----------Creating the Peasant to harvest the trees---------- --------
-
Custom script: set udg_CMSS_TreeDestroyer = CreateUnit (Player(15), 'hpea', 0,0,0)
-
Custom script: call UnitAddAbility(udg_CMSS_TreeDestroyer, 'Aloc')
-
Unit - Hide CMSS_TreeDestroyer
-
-------- Dummy Unit Types --------
-
Set CMSS_DummySpinType = CMSS_SpinDummy
-
Set CMSS_DummyMeteor = CMSS_DummyBigMeteor
-
-------- Special Effects --------
-
Set CMSS_Effect1 = Units\NightElf\Wisp\WispExplode.mdl
-
Set CMSS_Effect2 = Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
-
-------- ---------Damage and Attack Type--------- --------
-
Set CMSS_AttackType = Chaos
-
Set CMSS_DamageType = Death
-
-------- ---------Some Conditions for the spell--------- --------
-
Set CMSS_Conditions[1] = ((Picked unit) is alive)
-
-
Execution
-
CMSS Execution
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to CMSS_AbilityID
-
-
Actions
-
Set CMSS_Index = (CMSS_Index + 1)
-
Set CMSS_Caster[CMSS_Index] = (Triggering unit)
-
Set CMSS_CurrentLvL[CMSS_Index] = (Level of CMSS_AbilityID for CMSS_Caster[CMSS_Index])
-
Set CMSS_tempLoc1 = (Target point of ability being cast)
-
-------- Creating the meteor --------
-
Unit - Create 1 CMSS_DummyMeteor for (Owner of CMSS_Caster[CMSS_Index]) at CMSS_tempLoc1 facing Default building facing degrees
-
Set CMSS_Dummy[CMSS_Index] = (Last created unit)
-
-------- creating the spin dummy --------
-
Set CMSS_tempLoc2 = (CMSS_tempLoc1 offset by CMSS_AoE[CMSS_CurrentLvL[CMSS_Index]] towards 0.00 degrees)
-
Unit - Create 1 CMSS_DummySpinType for (Owner of CMSS_Caster[CMSS_Index]) at CMSS_tempLoc2 facing Default building facing degrees
-
Set CMSS_SpinDummy[CMSS_Index] = (Last created unit)
-
-------- ----------------- --------
-
-------- The Angle and height for the movements of the two dummies --------
-
Set CMSS_SpinAngle[CMSS_Index] = (Angle from CMSS_tempLoc1 to CMSS_tempLoc2)
-
Set CMSS_Height[CMSS_Index] = CMSS_StartingHeight
-
Animation - Change CMSS_Dummy[CMSS_Index] flying height to CMSS_Height[CMSS_Index] at 0.00
-
-------- Create the damage group(to store the already damaged units in it) --------
-
Custom script: call RemoveLocation(udg_CMSS_tempLoc1)
-
Custom script: call RemoveLocation(udg_CMSS_tempLoc2)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
CMSS_Index Equal to 1
-
-
Then - Actions
-
Trigger - Turn on CMSS Loop <gen>
-
-
Else - Actions
-
-
-
Loop
-
CMSS Loop
-
Events
-
Time - Every 0.03 seconds of game time
-
-
Conditions
-
Actions
-
For each (Integer CMSS_LoopInteger) from 1 to CMSS_Index, do (Actions)
-
Loop - Actions
-
-------- The meteor is falling from the sky but in game terms its location is stable at one point --------
-
-------- to easily take a base to the spin dummy i set the base of the circle to the meteor point --------
-
-------- This block moves the spinning dummy in a circular motion to show how much area the spell would affect --------
-
Set CMSS_tempLoc1 = (Position of CMSS_Dummy[CMSS_LoopInteger])
-
Set CMSS_SpinAngle[CMSS_LoopInteger] = (CMSS_SpinAngle[CMSS_LoopInteger] + 10.80)
-
Set CMSS_tempLoc2 = (CMSS_tempLoc1 offset by CMSS_AoE[CMSS_CurrentLvL[CMSS_LoopInteger]] towards CMSS_SpinAngle[CMSS_LoopInteger] degrees)
-
Unit - Move CMSS_SpinDummy[CMSS_LoopInteger] instantly to CMSS_tempLoc2
-
-------- ----------------------------------- --------
-
-------- This code block descends the meteor in the meantime --------
-
Set CMSS_Height[CMSS_LoopInteger] = (CMSS_Height[CMSS_LoopInteger] - CMSS_FallingSpeed)
-
Animation - Change CMSS_Dummy[CMSS_LoopInteger] flying height to CMSS_Height[CMSS_LoopInteger] at 0.00
-
Custom script: call RemoveLocation(udg_CMSS_tempLoc1)
-
Custom script: call RemoveLocation(udg_CMSS_tempLoc2)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
CMSS_Height[CMSS_LoopInteger] Less than or equal to 0.00
-
-
Then - Actions
-
Set CMSS_tempLoc1 = (Position of CMSS_Dummy[CMSS_LoopInteger])
-
Custom script: set bj_wantDestroyGroup = true
-
Unit Group - Pick every unit in (Units within CMSS_AoE[CMSS_CurrentLvL[CMSS_LoopInteger]] of CMSS_tempLoc1) and do (Actions)
-
Loop - Actions
-
Set CMSS_tempUnit = (Picked unit)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(CMSS_tempUnit is alive) Equal to True
-
(CMSS_tempUnit belongs to an ally of (Owner of CMSS_Caster[CMSS_LoopInteger])) Equal to False
-
((Unit-type of CMSS_tempUnit) is Magic Immune) Equal to False
-
-
Then - Actions
-
Unit - Cause CMSS_Caster[CMSS_LoopInteger] to damage CMSS_tempUnit, dealing CMSS_Damage[CMSS_CurrentLvL[CMSS_LoopInteger]] damage of attack type CMSS_AttackType and damage type CMSS_DamageType
-
-
Else - Actions
-
-
-
-
Destructible - Pick every destructible within CMSS_AoE[CMSS_CurrentLvL[CMSS_LoopInteger]] of CMSS_tempLoc1 and do (Actions)
-
Loop - Actions
-
Set CMSS_tempDestructible = (Picked destructible)
-
Unit - Order CMSS_TreeDestroyer to Harvest CMSS_tempDestructible
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current order of CMSS_TreeDestroyer) Equal to (Order(harvest))
-
-
Then - Actions
-
Destructible - Kill CMSS_tempDestructible
-
-
Else - Actions
-
-
Unit - Order CMSS_TreeDestroyer to Stop
-
-
-
Special Effect - Create a special effect at CMSS_tempLoc1 using CMSS_Effect1
-
Special Effect - Destroy (Last created special effect)
-
Special Effect - Create a special effect at CMSS_tempLoc1 using CMSS_Effect2
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation(udg_CMSS_tempLoc1)
-
Custom script: call RemoveLocation(udg_CMSS_tempLoc2)
-
Unit - Kill CMSS_Dummy[CMSS_LoopInteger]
-
Unit - Kill CMSS_SpinDummy[CMSS_LoopInteger]
-
Set CMSS_Caster[CMSS_LoopInteger] = CMSS_Caster[CMSS_Index]
-
Set CMSS_Dummy[CMSS_LoopInteger] = CMSS_Dummy[CMSS_Index]
-
Set CMSS_Height[CMSS_LoopInteger] = CMSS_Height[CMSS_Index]
-
Set CMSS_SpinAngle[CMSS_LoopInteger] = CMSS_SpinAngle[CMSS_Index]
-
Set CMSS_SpinDummy[CMSS_LoopInteger] = CMSS_SpinDummy[CMSS_Index]
-
Set CMSS_CurrentLvL[CMSS_LoopInteger] = CMSS_CurrentLvL[CMSS_Index]
-
Set CMSS_Index = (CMSS_Index - 1)
-
Set CMSS_LoopInteger = (CMSS_LoopInteger - 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
CMSS_Index Equal to 0
-
-
Then - Actions
-
Trigger - Turn off (This trigger)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-
-
-
How to import
First of all, go to "File -> Preferences" and check the box for "Automatically create unknown variables while pasting trigger data". Before copy pasting the spell triggers, copy and past the objects into your map first.
Units:
"CM_DummyBigChaos"
"CM_SecondDummy"
Abilities:
"Chaos Meteor"
Now you can copy and paste the triggers into your map.
And you are good to go!!
Additional info: I don't really think this spell is so unique though I wanted to upload this so people can use this when they need something like this.
All the help is from the Hive forums thanks for everyone who helped me learn the GUI and MUI systems

And special thanks to;
Custom Projectiles System
by leonguyen112
Visualize: Dynamic Indexing
by PurgeandFire
And a map explaining the MUI and GUI things
by pOke
Changelog:
-added one pointer variable again
-added sound effect
-----------------------------------
-Removed unnecessary additional point variables
-removed unnecessary unit group
-changed configuration event to "map init" from "elapsed time .5"
-----------------------------------
-Removed the sound
-Added level of ability variable
-Got rid of unit group leak
-Added a few variables also to make the changes easier for users
-----------------------------------
-Removed some leaks
-----------------------------------
-Changed prefix
-Added configurable dummy unit types
Keywords:
Meteor, Circular Movement, AoE Spell, Fire Spell, Chaos
Contents
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