Ok, I'm making my first map and I'm trying to make it pretty good. I'm trying to get the Cinematic spell up but its giving me two problems.
1st. I'm trying to make it have an are of damage of the camera but it keeps hurting everything on the map.
2nd. For some reason the fly ability does not work.
Down below will be the trigger. Thanks ahead of time for the help.
1st. I'm trying to make it have an are of damage of the camera but it keeps hurting everything on the map.
2nd. For some reason the fly ability does not work.
Down below will be the trigger. Thanks ahead of time for the help.
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unleash
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Events
- Unit - A unit Begins casting an ability
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Conditions
- (Ability being cast) Equal to Fires of Mordor
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Actions
- Unit - Order (Triggering unit) to Stop
- Unit - Pause all units
- Set counter = 0
- Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 0.00 seconds
- Cinematic - Turn cinematic mode On for (All players)
- Cinematic - Disable user control for (All players)
- Wait 1.00 seconds
- Unit - Unpause (Triggering unit)
- Camera - Set Player 1 (Red)'s camera Distance to target to ((Distance to target of the current camera view) + 1000.00) over 2.00 seconds
- Player - Enable Fly for Player 1 (Red)
- Unit - Order (Triggering unit) to Night Elf Druid Of The Talon - Storm Crow Form
- Animation - Queue (Triggering unit)'s spell third animation
- -------- Lines --------
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For each (Integer A) from 1 to 8, do (Actions)
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Loop - Actions
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For each (Integer B) from 1 to 8, do (Actions)
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Loop - Actions
- Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (100.00 x (Real((Integer A)))) towards ((Real((Integer B))) x 45.00) degrees) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
- Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (100.00 x (Real((Integer A)))) towards ((Real((Integer B))) x 45.00) degrees) using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
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Loop - Actions
- Wait 0.01 seconds
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For each (Integer B) from 1 to 8, do (Actions)
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Loop - Actions
- Animation - Play (Triggering unit)'s stand ready animation
- Wait 1.00 seconds
- -------- spiral --------
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For each (Integer A) from 1 to 60, do (Actions)
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Loop - Actions
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For each (Integer B) from 1 to 8, do (Actions)
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Loop - Actions
- Special Effect - Create a special effect at (((Position of (Triggering unit)) offset by 800.00 towards ((Real((Integer B))) x 45.00) degrees) offset by ((Real((Integer A))) x 10.00) towards ((Real((Integer A))) x 10.00) degrees) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
- Set counter = (counter + 1)
- Set leuchtfeuer[counter] = (Last created special effect)
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Loop - Actions
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For each (Integer B) from 1 to 8, do (Actions)
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Loop - Actions
- Set counter = 0
- Wait 1.00 seconds
- -------- spiral death --------
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For each (Integer A) from 1 to 60, do (Actions)
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Loop - Actions
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For each (Integer B) from 1 to 8, do (Actions)
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Loop - Actions
- Set counter = (counter + 1)
- Special Effect - Destroy leuchtfeuer[counter]
- Special Effect - Create a special effect at (((Position of (Triggering unit)) offset by 800.00 towards ((Real((Integer B))) x 45.00) degrees) offset by ((Real((Integer A))) x 10.00) towards ((Real((Integer A))) x 10.00) degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
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Loop - Actions
- Wait 0.01 seconds
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For each (Integer B) from 1 to 8, do (Actions)
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Loop - Actions
- Wait 0.50 seconds
- Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
- Set charge = (Last created special effect)
- -------- Runes --------
- Set counter = 0
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For each (Integer B) from 1 to 3, do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to 16, do (Actions)
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Loop - Actions
- Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (200.00 x (Real((Integer B)))) towards ((Real((Integer A))) x 22.50) degrees) using Doodads\Cinematic\GlowingRunes\GlowingRunes2.mdl
- Set counter = (counter + 1)
- Set runes[counter] = (Last created special effect)
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Loop - Actions
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For each (Integer A) from 1 to 16, do (Actions)
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Loop - Actions
- Set counter = 0
- Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
- Wait 0.80 seconds
- -------- fill circle --------
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For each (Integer A) from 1 to 7, do (Actions)
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Loop - Actions
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For each (Integer B) from 1 to 32, do (Actions)
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Loop - Actions
- Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (100.00 x (Real((Integer A)))) towards ((Real((Integer B))) x 11.25) degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Integer A) mod 2) Equal to 0
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Then - Actions
- Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (100.00 x (Real((Integer A)))) towards ((Real((Integer B))) x 11.25) degrees) using Abilities\Spells\Items\VampiricPotion\VampPotionCaster.mdl
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Else - Actions
- Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (100.00 x (Real((Integer A)))) towards ((Real((Integer B))) x 11.25) degrees) using Abilities\Spells\Other\Doom\DoomTarget.mdl
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If - Conditions
- Set counter = (counter + 1)
- Set circle_filled[counter] = (Last created special effect)
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Loop - Actions
- Wait 0.01 seconds
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For each (Integer B) from 1 to 32, do (Actions)
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Loop - Actions
- -------- circle --------
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For each (Integer A) from 1 to 360, do (Actions)
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Loop - Actions
- Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 800.00 towards (Real((Integer A))) degrees) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
- Set firecicrle[(Integer A)] = (Last created special effect)
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Loop - Actions
- Set counter = 0
- -------- create pentagram --------
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For each (Integer B) from 1 to 5, do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to 18, do (Actions)
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Loop - Actions
- Special Effect - Create a special effect at (((Position of (Triggering unit)) offset by 800.00 towards (18.00 + (((Real((Integer B))) - 1.00) x 72.00)) degrees) offset by ((Real((Integer A))) x 50.00) towards ((72.00 x ((Real((Integer B))) - 1.00)) + 180.00) degrees) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
- Set counter = (counter + 1)
- Set pentagramm[counter] = (Last created special effect)
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Loop - Actions
- Wait 0.10 seconds
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For each (Integer A) from 1 to 18, do (Actions)
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Loop - Actions
- Wait 2.00 seconds
- -------- destroy pentagram --------
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For each (Integer A) from 1 to 90, do (Actions)
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Loop - Actions
- Special Effect - Destroy pentagramm[(Integer A)]
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Loop - Actions
- Camera - Set Player 1 (Red)'s camera Distance to target to ((Distance to target of the current camera view) + 1000.00) over 2.00 seconds
- -------- ROTATE --------
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For each (Integer A) from 1 to 720, do (Actions)
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Loop - Actions
- Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 1600.00 towards ((Real((Integer A))) / 2.00) degrees) using Environment\LargeBuildingFire\LargeBuildingFire2.mdl
- Set circle_outer[(Integer A)] = (Last created special effect)
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Loop - Actions
- Set counter = 0
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For each (Integer rotate) from 1 to 69, do (Actions)
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Loop - Actions
- Set counter = 0
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For each (Integer B) from 1 to 5, do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to 36, do (Actions)
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Loop - Actions
- Special Effect - Create a special effect at (((Position of (Triggering unit)) offset by 800.00 towards ((18.00 + ((Real(rotate)) x 5.00)) + (((Real((Integer B))) - 1.00) x 72.00)) degrees) offset by ((Real((Integer A))) x 25.00) towards ((72.00 x ((Real((Integer B))) - 1.00)) + 180.00) degrees) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
- Set counter = (counter + 1)
- Set pentagramm[counter] = (Last created special effect)
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Loop - Actions
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For each (Integer A) from 1 to 36, do (Actions)
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Loop - Actions
- Wait 0.01 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- rotate Not equal to 69
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Then - Actions
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For each (Integer A) from 1 to 180, do (Actions)
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Loop - Actions
- Special Effect - Destroy pentagramm[(Integer A)]
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Loop - Actions
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For each (Integer A) from 1 to 180, do (Actions)
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Else - Actions
- Do nothing
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If - Conditions
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Loop - Actions
- -------- STOP ROTATE --------
- Special Effect - Destroy charge
- Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
- Wait 2.00 seconds
- -------- Destroy pentagram --------
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For each (Integer A) from 1 to 180, do (Actions)
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Loop - Actions
- Special Effect - Destroy pentagramm[(Integer A)]
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Loop - Actions
- -------- create REAL pentagram --------
- Set counter = 0
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For each (Integer B) from 1 to 5, do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to 60, do (Actions)
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Loop - Actions
- Special Effect - Create a special effect at (((Position of (Triggering unit)) offset by 1600.00 towards (18.00 + (((Real((Integer B))) - 1.00) x 72.00)) degrees) offset by ((Real((Integer A))) x 50.00) towards ((72.00 x ((Real((Integer B))) - 1.00)) + 180.00) degrees) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
- Set counter = (counter + 1)
- Set pentagramm[counter] = (Last created special effect)
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Loop - Actions
- Wait 0.10 seconds
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For each (Integer A) from 1 to 60, do (Actions)
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Loop - Actions
- Wait 2.00 seconds
- -------- Destroy circle --------
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For each (Integer A) from 1 to 360, do (Actions)
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Loop - Actions
- Special Effect - Destroy firecicrle[(Integer A)]
- Special Effect - Destroy circle_filled[(Integer A)]
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Loop - Actions
- -------- Runefire --------
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For each (Integer B) from 1 to 3, do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to 16, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Integer B) mod 2) Equal to 0
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Then - Actions
- Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (200.00 x (Real((Integer B)))) towards ((Real((Integer A))) x 22.50) degrees) using Objects\Spawnmodels\Human\SmallFlameSpawn\SmallFlameSpawn.mdl
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Else - Actions
- Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (200.00 x (Real((Integer B)))) towards ((Real((Integer A))) x -22.50) degrees) using Objects\Spawnmodels\Human\SmallFlameSpawn\SmallFlameSpawn.mdl
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Wait 0.01 seconds
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For each (Integer A) from 1 to 16, do (Actions)
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Loop - Actions
- Wait 1.00 seconds
- -------- destroy REAL pentagram --------
- Set counter = 0
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For each (Integer B) from 1 to 5, do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to 60, do (Actions)
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Loop - Actions
- Special Effect - Create a special effect at (((Position of (Triggering unit)) offset by 1600.00 towards (18.00 + (((Real((Integer B))) - 1.00) x 72.00)) degrees) offset by ((Real((Integer A))) x 50.00) towards ((72.00 x ((Real((Integer B))) - 1.00)) + 180.00) degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
- Set counter = (counter + 1)
- Special Effect - Destroy pentagramm[counter]
- Set pentagramm[counter] = (Last created special effect)
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Loop - Actions
- Wait 0.10 seconds
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For each (Integer A) from 1 to 60, do (Actions)
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Loop - Actions
- Wait 2.00 seconds
- Set counter = 0
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Unit Group - Pick every unit in (Units in (Current camera bounds) matching ((Matching unit) Not equal to (Triggering unit))) and do (Actions)
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Loop - Actions
- Set counter = (counter + 1)
- Set random_damage = (Integer((Random real number between 500.00 and 1000.00)))
- Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - (Real(random_damage)))
- Floating Text - Create floating text that reads (String(random_damage)) at (Position of (Picked unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Set damage_text[counter] = (Last created floating text)
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Loop - Actions
- Unit - Unpause (Triggering unit)
- Cinematic - Turn cinematic mode Off for (All players)
- Cinematic - Enable user control for (All players)
- Wait 2.00 seconds
- Unit - Unpause all units
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For each (Integer A) from 1 to 720, do (Actions)
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Loop - Actions
- Special Effect - Destroy circle_outer[(Integer A)]
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Loop - Actions
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For each (Integer A) from 1 to 48, do (Actions)
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Loop - Actions
- Special Effect - Destroy runes[(Integer A)]
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Loop - Actions
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For each (Integer A) from 1 to counter, do (Actions)
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Loop - Actions
- Floating Text - Destroy damage_text[(Integer A)]
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Loop - Actions
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Events