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[cnnn12] Howl Of Terror by Mimic o.O v1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Described: A hungry Chest lets loose a terrifying howl that deal damage and reduces front-line enemy units' attack damage.
Please feedback so i remind to do not make mistakes for next time.

Thanks to Thrikodius for model Hungry Chest ^^
  • Initialization
    • Custom script: set udg_AddEvent_Real=0.03125
    • Trigger - Add to Chest Roar Loop <gen> the event (Time - Every AddEvent_Real seconds of game time)
  • Chest Roar
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Howl Of Terror
    • Actions
      • Set PlayerNumber_Integers[0] = (Player number of (Owner of (Casting unit)))
      • Set ChestRoar_CastPoints[PlayerNumber_Integers[0]] = (Position of Sorceress[PlayerNumber_Integers[0]])
      • Set ChestRoar_TargetPoints[PlayerNumber_Integers[0]] = (Target point of ability being cast)
      • Set ChestRoar_Integers[1] = (ChestRoar_Integers[1] + 1)
      • Set ChestRoar_AngleReals[ChestRoar_Integers[1]] = (Angle from ChestRoar_CastPoints[PlayerNumber_Integers[0]] to ChestRoar_TargetPoints[PlayerNumber_Integers[0]])
      • Set ChestRoar_TransparencyReals[ChestRoar_Integers[1]] = 100.00
      • Set ChestRoar_ActionTime_Integers[ChestRoar_Integers[1]] = 0
      • Set ChestRoar_LifeTime_Integers[ChestRoar_Integers[1]] = 0
      • Set ChestRoar_CastPoints[PlayerNumber_Integers[0]] = (ChestRoar_CastPoints[PlayerNumber_Integers[0]] offset by 100.00 towards ChestRoar_AngleReals[ChestRoar_Integers[1]] degrees)
      • Unit - Create 1 Hungry Chest for (Player(PlayerNumber_Integers[0])) at ChestRoar_CastPoints[PlayerNumber_Integers[0]] facing ChestRoar_AngleReals[ChestRoar_Integers[1]] degrees
      • Set ChestRoar_Units[ChestRoar_Integers[1]] = (Last created unit)
      • Unit - Add a 4.00 second Generic expiration timer to ChestRoar_Units[ChestRoar_Integers[1]]
      • Animation - Play ChestRoar_Units[ChestRoar_Integers[1]]'s attack animation
      • Animation - Change ChestRoar_Units[ChestRoar_Integers[1]]'s vertex coloring to (100.00%, 100.00%, 100.00%) with ChestRoar_TransparencyReals[ChestRoar_Integers[1]]% transparency
      • Set ChestRoar_DummyPoints[ChestRoar_Integers[1]] = (Position of ChestRoar_Units[ChestRoar_Integers[1]])
      • Set ChestRoar_EffectBooleans[ChestRoar_Integers[1]] = True
      • Set ChestRoar_Booleans[ChestRoar_Integers[1]] = True
      • Set ChestRoar_Appear_Booleans[ChestRoar_Integers[1]] = True
      • Custom script: call RemoveLocation (udg_ChestRoar_CastPoints[udg_PlayerNumber_Integers[0]])
      • Custom script: call RemoveLocation (udg_ChestRoar_TargetPoints[udg_PlayerNumber_Integers[0]])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Chest Roar Loop <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Chest Roar Loop <gen>
        • Else - Actions
  • Chest Roar Loop
    • Events
    • Conditions
    • Actions
      • Set ChestRoar_Integers[3] = ChestRoar_Integers[1]
      • For each (Integer ChestRoar_Integers[2]) from 1 to ChestRoar_Integers[1], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ChestRoar_Booleans[ChestRoar_Integers[2]] Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ChestRoar_TransparencyReals[ChestRoar_Integers[2]] Greater than 0.00
                  • ChestRoar_Appear_Booleans[ChestRoar_Integers[2]] Equal to True
                • Then - Actions
                  • Set ChestRoar_TransparencyReals[ChestRoar_Integers[2]] = (ChestRoar_TransparencyReals[ChestRoar_Integers[2]] - 10.00)
                  • Set ChestRoar_DummyPoints[ChestRoar_Integers[2]] = ((Position of ChestRoar_Units[ChestRoar_Integers[2]]) offset by 4.00 towards ChestRoar_AngleReals[ChestRoar_Integers[2]] degrees)
                  • Unit - Move ChestRoar_Units[ChestRoar_Integers[2]] instantly to ChestRoar_DummyPoints[ChestRoar_Integers[2]]
                  • Animation - Change ChestRoar_Units[ChestRoar_Integers[1]]'s vertex coloring to (100.00%, 100.00%, 100.00%) with ChestRoar_TransparencyReals[ChestRoar_Integers[2]]% transparency
                  • Custom script: call RemoveLocation (udg_ChestRoar_DummyPoints[udg_ChestRoar_Integers[2]])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ChestRoar_TransparencyReals[ChestRoar_Integers[2]] Less than or equal to 60.00
                      • ChestRoar_EffectBooleans[ChestRoar_Integers[2]] Equal to True
                    • Then - Actions
                      • Set ChestRoar_EffectBooleans[ChestRoar_Integers[2]] = False
                      • Set ChestRoar_DummyPoints[ChestRoar_Integers[2]] = ((Position of ChestRoar_Units[ChestRoar_Integers[2]]) offset by 100.00 towards ChestRoar_AngleReals[ChestRoar_Integers[2]] degrees)
                      • Unit - Create 1 Chest Roar for (Player(ChestRoar_Integers[2])) at ChestRoar_DummyPoints[ChestRoar_Integers[2]] facing ChestRoar_AngleReals[ChestRoar_Integers[2]] degrees
                      • Set ChestRoar_Dummy = (Last created unit)
                      • Unit - Add a 2.00 second Generic expiration timer to ChestRoar_Dummy
                      • Animation - Change ChestRoar_Units[ChestRoar_Integers[2]]'s animation speed to 100.00% of its original speed
                      • Animation - Change ChestRoar_Dummy's animation speed to 65.00% of its original speed
                      • Set ChestRoar_ActionTime_Booleans[ChestRoar_Integers[2]] = True
                      • Custom script: call RemoveLocation (udg_ChestRoar_DummyPoints[udg_ChestRoar_Integers[2]])
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ChestRoar_TransparencyReals[ChestRoar_Integers[2]] Less than or equal to 10.00
                    • Then - Actions
                      • Set ChestRoar_Appear_Booleans[ChestRoar_Integers[2]] = False
                    • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ChestRoar_ActionTime_Booleans[ChestRoar_Integers[2]] Equal to True
                • Then - Actions
                  • Set ChestRoar_ActionTime_Integers[ChestRoar_Integers[2]] = (ChestRoar_ActionTime_Integers[ChestRoar_Integers[2]] + 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ChestRoar_ActionTime_Integers[ChestRoar_Integers[2]] Greater than or equal to 9
                    • Then - Actions
                      • Set ChestRoar_ActionTime_Booleans[ChestRoar_Integers[2]] = False
                      • Set ChestRoar_LifeTime_Booleans[ChestRoar_Integers[2]] = True
                      • Animation - Change ChestRoar_Units[ChestRoar_Integers[2]]'s animation speed to 0.00% of its original speed
                      • For each (Integer ChestRoar_Integers[4]) from 1 to 3, do (Actions)
                        • Loop - Actions
                          • Set ChestRoar_DummyPoints[ChestRoar_Integers[2]] = ((Position of ChestRoar_Units[ChestRoar_Integers[2]]) offset by (200.00 x (Real(ChestRoar_Integers[4]))) towards ChestRoar_AngleReals[ChestRoar_Integers[2]] degrees)
                          • Unit Group - Pick every unit in (Units within (50.00 + (125.00 x (Real(ChestRoar_Integers[4])))) of ChestRoar_DummyPoints[ChestRoar_Integers[2]] matching ((((Matching unit) belongs to an enemy of (Owner of ChestRoar_Units[ChestRoar_Integers[2]])) Equal to True) and ((((Matching unit) is ali and do (Actions)
                            • Loop - Actions
                              • Unit - Cause Sorceress[(Player number of (Owner of ChestRoar_Units[ChestRoar_Integers[2]]))] to damage (Picked unit), dealing 250.00 damage of attack type Spells and damage type Normal
                              • Unit Group - Add (Picked unit) to ChestRoar_SafeGroups[ChestRoar_Integers[2]]
                          • Unit - Create 1 Dummy for (Owner of ChestRoar_Units[ChestRoar_Integers[2]]) at ChestRoar_DummyPoints[ChestRoar_Integers[2]] facing Default building facing degrees
                          • Set ChestRoar_Dummy = (Last created unit)
                          • Unit - Add a 1.00 second Generic expiration timer to ChestRoar_Dummy
                          • Unit - Set level of Howl of Terror (Dummy) for ChestRoar_Dummy to ChestRoar_Integers[4]
                          • Unit - Order ChestRoar_Dummy to Neutral Pit Lord - Howl Of Terror
                          • Custom script: call RemoveLocation (udg_ChestRoar_DummyPoints[udg_ChestRoar_Integers[2]])
                      • Unit Group - Remove all units from ChestRoar_SafeGroups[ChestRoar_Integers[2]]
                    • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ChestRoar_LifeTime_Booleans[ChestRoar_Integers[2]] Equal to True
                • Then - Actions
                  • Set ChestRoar_LifeTime_Integers[ChestRoar_Integers[2]] = (ChestRoar_LifeTime_Integers[ChestRoar_Integers[2]] + 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ChestRoar_LifeTime_Integers[ChestRoar_Integers[2]] Greater than or equal to 19
                    • Then - Actions
                      • Set ChestRoar_LifeTime_Booleans[ChestRoar_Integers[2]] = False
                      • Set ChestRoar_Disappear_Booleans[ChestRoar_Integers[2]] = True
                    • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ChestRoar_Disappear_Booleans[ChestRoar_Integers[2]] Equal to True
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ChestRoar_TransparencyReals[ChestRoar_Integers[2]] Less than 100.00
                    • Then - Actions
                      • Set ChestRoar_TransparencyReals[ChestRoar_Integers[2]] = (ChestRoar_TransparencyReals[ChestRoar_Integers[2]] + 10.00)
                      • Animation - Change ChestRoar_Units[ChestRoar_Integers[2]]'s vertex coloring to (100.00%, 100.00%, 100.00%) with ChestRoar_TransparencyReals[ChestRoar_Integers[2]]% transparency
                    • Else - Actions
                      • Set ChestRoar_Disappear_Booleans[ChestRoar_Integers[2]] = False
                      • Set ChestRoar_Booleans[ChestRoar_Integers[2]] = False
                • Else - Actions
            • Else - Actions
              • Set ChestRoar_Integers[3] = (ChestRoar_Integers[3] - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ChestRoar_Integers[3] Less than 1
                • Then - Actions
                  • Set ChestRoar_Integers[1] = 0
                  • Trigger - Turn off (This trigger)
                • Else - Actions
Keywords:
Mimic, chest, hungry, howl, terror, cnnn12, chogath, roar
Contents

Howl Of Terror by Mimic (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. 22:11, 12th Jul 2014 BPower: Get familiar with proper indexing (tutorial in my signature or in the comments) The configuration trigger is lacking.

Moderator

M

Moderator

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

22:11, 12th Jul 2014
BPower:
Get familiar with proper indexing (tutorial in my signature or in the comments)
The configuration trigger is lacking.
 
Level 2
Joined
Jun 22, 2014
Messages
13
LOL i used your code that you show me ^^
  • Initialization Copy
    • Custom script: set udg_AddEvent_Real=0.03125
    • Trigger - Add to Chest Roar Loop <gen> the event (Time - Every AddEvent_Real seconds of game time)
 
Level 2
Joined
Jun 22, 2014
Messages
13
aw you right i'm too lazy for make a new casting VarUnit so i used that Chogath is available on the map :D here i fixed

[HIDDEN="TRIGGER 1']
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Howl Of Terror
  • Actions
    • Set ChestRoar_Integers[1] = (ChestRoar_Integers[1] + 1)
    • Set ChestRoar_CastUnits[ChestRoar_Integers[1]] = (Casting unit)
    • Set ChestRoar_CastPoints[ChestRoar_Integers[1]] = (Position of ChestRoar_CastUnits[ChestRoar_Integers[1]])
    • Set ChestRoar_TargetPoints[ChestRoar_Integers[1]] = (Target point of ability being cast)
    • Set ChestRoar_AngleReals[ChestRoar_Integers[1]] = (Angle from ChestRoar_CastPoints[ChestRoar_Integers[1]] to ChestRoar_TargetPoints[ChestRoar_Integers[1]])
    • Set ChestRoar_TransparencyReals[ChestRoar_Integers[1]] = 100.00
    • Set ChestRoar_ActionTime_Integers[ChestRoar_Integers[1]] = 0
    • Set ChestRoar_LifeTime_Integers[ChestRoar_Integers[1]] = 0
    • Set ChestRoar_CastPoints[ChestRoar_Integers[1]] = (ChestRoar_CastPoints[ChestRoar_Integers[1]] offset by 100.00 towards ChestRoar_AngleReals[ChestRoar_Integers[1]] degrees)
    • Unit - Create 1 Hungry Chest for (Owner of ChestRoar_CastUnits[ChestRoar_Integers[1]]) at ChestRoar_CastPoints[ChestRoar_Integers[1]] facing ChestRoar_AngleReals[ChestRoar_Integers[1]] degrees
    • Set ChestRoar_Units[ChestRoar_Integers[1]] = (Last created unit)
    • Unit - Add a 4.00 second Generic expiration timer to ChestRoar_Units[ChestRoar_Integers[1]]
    • Animation - Play ChestRoar_Units[ChestRoar_Integers[1]]'s attack animation
    • Animation - Change ChestRoar_Units[ChestRoar_Integers[1]]'s vertex coloring to (100.00%, 100.00%, 100.00%) with ChestRoar_TransparencyReals[ChestRoar_Integers[1]]% transparency
    • Set ChestRoar_DummyPoints[ChestRoar_Integers[1]] = (Position of ChestRoar_Units[ChestRoar_Integers[1]])
    • Set ChestRoar_EffectBooleans[ChestRoar_Integers[1]] = True
    • Set ChestRoar_Booleans[ChestRoar_Integers[1]] = True
    • Set ChestRoar_Appear_Booleans[ChestRoar_Integers[1]] = True
    • Unit - Order Cho'gath 0014 <gen> to Undead Dreadlord - Carrion Swarm ChestRoar_TargetPoints[PlayerNumber_Integers[0]]
    • Custom script: call RemoveLocation (udg_ChestRoar_CastPoints[udg_ChestRoar_Integers[1]])
    • Custom script: call RemoveLocation (udg_ChestRoar_TargetPoints[udg_ChestRoar_Integers[1]])
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Chest Roar Loop <gen> is on) Equal to False
      • Then - Actions
        • Trigger - Turn on Chest Roar Loop <gen>
      • Else - Actions
[/HIDDEN]
and i still have a few leaks too but dun bother i will fix it next time ^^
 
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