- Joined
- Jun 16, 2008
- Messages
- 1,936
My Charge Spell works fine and all and i think it doesnt leak but after a certain numbers of uses it begins to lagg like hell, so i think it leakes....
i' ll post the full trigger here and i would be happy if u find the time to help me


so here is the first one
initialization
so here is the second trigger
+rep if u r!!! good luck!!!
i' ll post the full trigger here and i would be happy if u find the time to help me



so here is the first one
initialization
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ChargeCast
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Events
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Unit - A unit starts the effect of an ability
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Conditions
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(Ability being cast) equal to (==) Charge!!
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Actions
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Set CustomValue = (CustomValue + 1)
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Set Charger[CustomValue] = (Triggering unit)
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Set Victim[CustomValue] = (Target unit of ability being cast)
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Set Charge_Point_01[CustomValue] = (Position of Charger[CustomValue])
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Set Charge_Point_02[CustomValue] = (Position of Victim[CustomValue])
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Set Charge_Point_03[CustomValue] = (Charge_Point_01[CustomValue] offset by 50.00 towards (Angle from Charge_Point_01[CustomValue] to Charge_Point_02[CustomValue]) degrees)
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-------- This Special effect is not nessessary for the spell and was made by me, just for fun, if u dont want it, delete it here and the remove specialeffect in the chargefinal as well as the pointi n this trigger where u set the variable! --------
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Specialeffect - Create a special effect attached to the weapon of Charger[CustomValue] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
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Set SpecialEffect[CustomValue] = (Last created special effect)
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Unit - Turn collision for Charger[CustomValue] Off
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Unit - Hide Charger[CustomValue]
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Unit - Move Charger[CustomValue] instantly to Charge_Point_03[CustomValue]
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Trigger - Turn on ChargeDummy <gen>
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Custom script: call RemoveLocation(udg_Charge_Point_01[udg_CustomValue])
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Custom script: call RemoveLocation(udg_Charge_Point_02[udg_CustomValue])
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Custom script: call RemoveLocation(udg_Charge_Point_03[udg_CustomValue])
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so here is the second trigger
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ChargeDummy
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Events
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Time - Every 0.02 seconds of game time
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Conditions
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Actions
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-------- u can change the interval by changing the periodic event as u want, u can also increase the space between the spawning points by increasing the distance named in chargepoint3 --------
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Set Charge_Point_01[CustomValue] = (Position of Charger[CustomValue])
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Set Charge_Point_02[CustomValue] = (Position of Victim[CustomValue])
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Set Charge_Point_03[CustomValue] = (Charge_Point_01[CustomValue] offset by 20.00 towards (Angle from Charge_Point_01[CustomValue] to Charge_Point_02[CustomValue]) degrees)
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-------- If u want to have a special effect at the position where the dummy spawns, just set it here and destroy it in an instant, or at the end of the trigger --------
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Unit - Create 1 TimeChargeDummy for (Owner of Charger[CustomValue]) at Charge_Point_03[CustomValue] facing (Angle from Charge_Point_03[CustomValue] to Charge_Point_02[CustomValue]) degrees
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Unit - Turn collision for (Last created unit) Off
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Set Dummy[Dummyinteger] = (Last created unit)
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Animation - Play Dummy[Dummyinteger]'s walk animation
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Set DummyGroup[CustomValue] = (Create Unit Group)
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Unitgroup - Add Dummy[Dummyinteger] to DummyGroup[CustomValue]
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Trigger - Turn on ChargeDummyCounter <gen>
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Set Dummyinteger = (Dummyinteger + 1)
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Unit - Move Charger[CustomValue] instantly to Charge_Point_03[CustomValue]
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Conditions
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CheckInteger equal to (==) 1
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'THEN'-Actions
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Trigger - Run ChargeFinal <gen> (ignoring conditions)
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Trigger - Turn off (This trigger)
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'ELSE'-Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Conditions
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(Distance between Charge_Point_02[CustomValue] and Charge_Point_03[CustomValue]) smaller or equal (<=) 200.00
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'THEN'-Actions
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Set CheckInteger = 1
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'ELSE'-Actions
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Custom script: call RemoveLocation(udg_Charge_Point_01[udg_CustomValue])
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Custom script: call RemoveLocation(udg_Charge_Point_02[udg_CustomValue])
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Custom script: call RemoveLocation(udg_Charge_Point_03[udg_CustomValue])
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ChargeDummyCounter
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Events
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Time - Every 0.01 seconds of game time
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Conditions
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Actions
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-------- if u wish to, u can smooth the fading by setting the time interval to 0.01 and setting the addition in fadeinteger to 1, or 2 (just an example, just play around with those two values a bit) --------
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Do Multiple ActionsFor each (Integer A) from 1 to Dummyinteger, do (Actions)
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Loop - Actions
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Set fadeinteger[(Integer A)] = (fadeinteger[(Integer A)] + 4.00)
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Animation - Change Dummy[(Integer A)]'s vertex coloring to (100.00%, 100.00%, 100.00%) with fadeinteger[(Integer A)]% transparency
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Conditions
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fadeinteger[(Integer A)] Größer als (>) 90.00
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'THEN'-Actions
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Animation - Reset Dummy[(Integer A)]'s animation
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Unitgroup - Remove Dummy[(Integer A)] from DummyGroup[CustomValue]
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Unit - Remove Dummy[(Integer A)] from the game
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Custom script: set udg_Dummy[bj_forLoopAIndex] = null
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'ELSE'-Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Conditions
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(DummyGroup[CustomValue] is empty) equal to (==) True
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'THEN'-Actions
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Custom script: call DestroyGroup(udg_DummyGroup[udg_CustomValue])
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Trigger - Turn off (This trigger)
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'ELSE'-Actions
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ChargeFinal
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Events
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Conditions
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Actions
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Unit - Move Charger[CustomValue] instantly to Charge_Point_03[CustomValue]
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Unit - Unhide Charger[CustomValue]
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Unit - Turn collision for Charger[CustomValue] On
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Unit - Cause Charger[CustomValue] to damage Victim[CustomValue], dealing 100.00 damage of attack type Spells and damage type Unknown
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-------- i have a problem with the animation set here, it doesnt really show but i try to fix it in the future, u can change it by giving another anim name, here) --------
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Animation - Play Charger[CustomValue]'s attack slam animation
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Set KBA_Caster = Charger[CustomValue]
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Set KBA_TargetUnit = Victim[CustomValue]
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Set KBA_StartingPosition = Charge_Point_03[CustomValue]
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Set KBA_Level = 1
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Set KBA_Speed = 5.00
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Set KBA_DistancePerLevel = 140.00
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Set KBA_SpecialEffects[2] = Objects\Spawnmodels\Human\HumanBlood\HumanBloodLarge0.mdl
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Set KBA_SpecialEffects[1] = Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
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Set KBA_DestroyTrees = True
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Trigger - Run Cast A Knockback <gen> (checking conditions)
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Specialeffect - Destroy SpecialEffect[CustomValue]
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Selection - Select Charger[CustomValue] for (Owner of Charger[CustomValue])
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Unit - Order Charger[CustomValue] to Attack Victim[CustomValue]
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Set CheckInteger = 0
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Custom script: call RemoveLocation(udg_Charge_Point_03[udg_CustomValue])
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Custom script: set udg_Charger[udg_CustomValue] = null
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Custom script: set udg_Victim[udg_CustomValue] = null
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+rep if u r!!! good luck!!!




