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Cluster Rockets

Level 14
Joined
Oct 16, 2010
Messages
764
Hi

The damage field for cluster rockets doesn't seem to work... wondering if this is just me or is one of those things that just doesn't quite work as intended?

EDIT - sorry to clarify I mean amending the stats by trigger
 
Last edited:
Some fields are 1-indexed and some are 0-indexed. You may be changing level 2 instead of level 1’s properties.

Some fields do not update until the ability is changed to a different level and then back to the ‘original’ level which will be properly updated.

Cluster Rockets in general is a very weird ability.
 
This is the line I am using - the ability only has 1 level so not sure if the level problem would be a thing?


  • Ability - Set Ability: (Unit: TempUnit's Ability with Ability Code: Flamethrower (Pos 2))'s Real Level Field: Damage Amount ('Ncs1') of Level: 0 to TempReal
 
This is the line I am using - the ability only has 1 level so not sure if the level problem would be a thing?


  • Ability - Set Ability: (Unit: TempUnit's Ability with Ability Code: Flamethrower (Pos 2))'s Real Level Field: Damage Amount ('Ncs1') of Level: 0 to TempReal
Increase then Decrease level right after this line
 
yes, thought there something i
I am just after an area damage ability that uses projectiles like how cluster rockets works, doesn't really need the stun at all

I guess a missile system could work?
Yes, that could work.

also..
this could also work.. but it depends of you on how you would do it.
  • Clustr
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to {}SAMPLE CLusterRockets
    • Actions
      • Set Cluster_TUnit = (Triggering unit)
      • Set Cluster_Duration = 10.00
      • Set Cluster_Point = (Target point of ability being cast)
      • Wait 0.50 seconds
      • Trigger - Turn on Clustr Loop <gen>
  • Clustr Loop
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Cluster_Duration Greater than or equal to 0.01
        • Then - Actions
          • Unit Group - Pick every unit in (Units within 300.00 of Cluster_Point matching ((((Matching unit) belongs to an enemy of (Owner of Cluster_TUnit)) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) and do (Actions)
            • Loop - Actions
              • Unit - Cause Cluster_TUnit to damage (Picked unit), dealing (100.00 x (Real((Level of {}SAMPLE CLusterRockets for Cluster_TUnit)))) damage of attack type Spells and damage type Normal
          • Set Cluster_Duration = (Cluster_Duration - 1.00)
        • Else - Actions
          • Custom script: call RemoveLocation(udg_Cluster_Point)
          • Trigger - Turn off (This trigger)
1742646006852.png
^ClusterRock ObjectEditor^
 
Last edited:
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