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Corpse Explosion (Cant fetch target of ability being cast)

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Moinmoin,

im trying to create a Spell similar to the Diablo 2 Necromancers "Corpse Explosion," which, when cast, lets a random Corpse nearby explode and deal Damage to surrounding Enemies.

I thought Anub'Araks Beetle-Summoning Spell would be perfect. I set each "Summoned Unit"-Type of Data to Zero.

But im crashing into the problem that in the Trigger, the "Target Unit of Ability Being Cast" does not seem to work, as if there wouldn't be any target.

Any Ideas on how to find out what Corpse has been used in order to summon Units?

Thanks in advance! :)

edit::

PLEASE CLOSE

The Error was in using the wrong Event Method.
Seriously, the german Translation sometimes seems to be fucked up.


edit²::
thanks anyway! @ maker :3
 
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Level 37
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EDIT: OK, seems you solved it already.

  • Untitled Trigger 071
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to ...
    • Actions
      • Set Temp_Unit_1 = (Triggering unit)
      • Set Temp_Loc_1 = (Position of Temp_Unit_1)
      • -------- ------------------------------ --------
      • Set Temp_Group_1 = (Units within 512.00 of Temp_Loc_1 matching ((((Matching unit) is dead) Equal to True) and (((Matching unit) is A structure) Equal to False)))
      • Set Temp_Unit_2 = (Random unit from Temp_Group_1)
      • -------- ------------------------------ --------
      • Set Temp_Loc_2 = (Position of Temp_Unit_2)
      • -------- ------------------------------ --------
      • Unit - Cause Temp_Unit_1 to damage circular area after 0.00 seconds of radius 200.00 at Temp_Loc_2, dealing 100.00 damage of attack type Spells and damage type Normal
      • -------- ------------------------------ --------
      • Special Effect - Create a special effect at Temp_Loc_2 using Abilities\Weapons\FragDriller\FragDriller.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- ------------------------------ --------
      • Unit - Remove Temp_Unit_2 from the game
      • -------- ------------------------------ --------
      • Custom script: call DestroyGroup(udg_Temp_Group_1)
      • Custom script: call RemoveLocation(udg_Temp_Loc_1)
This is basically how it goes. You can modify the damage equation to be something like (75 + (25*ability level)). The caster damages an area around the corpse, meaning it will damage allies too. If you don't want that, you must create a group, pick every unit within range matching codition...and the pick every unit in the group and damage them.
 
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