- Joined
- Jul 18, 2010
- Messages
- 2,377
I am currently working on a Spell kind of "Corruption form gul'dan"
from Heroes of the storm and for some reason I made that thing quite confiquerable and decleared 2 ways of defining the wave impact zones, the problem is somehow I think one is always the better choice, but wana ask someone elses opinion.
Currently you can setup the impactzone jumps in 2 ways:
One can set a Flag that this offsets turn according to caster target point angle (the saved locations are in this case 0°).
How the setup looks in triggers:
Each wave uses 1 vector to define the position of the next wavelocation.
"From" & "To" define which waves are using this vector, if 2 vectors colide the one with the higher number takes this wave.
How it looks in triggers:
Now to my question again: You think one of both is in almost any case the better choice?
Or are both bad and there is a better one?
Call forth three bursts of shadow energy from a target location in a line

Currently you can setup the impactzone jumps in 2 ways:
Predefined relative offsets.
You save for each waveimpact the relative offset to the cast point.One can set a Flag that this offsets turn according to caster target point angle (the saved locations are in this case 0°).
How the setup looks in triggers:
-
Actions
-
Set Corruption_Waves[Spell__UsedData] = 6
-
-------- Enable Turning --------
-
Set Corruption_Move_UseCustomTurn[Spell__UsedData] = True
-
Hashtable - Save Handle Of(Point(0.00, 0.00)) as 1 of Spell__Ability_Id in Spell__Hash
-
Hashtable - Save Handle Of(Point(200.00, 0.00)) as 2 of Spell__Ability_Id in Spell__Hash
-
Hashtable - Save Handle Of(Point(400.00, 0.00)) as 3 of Spell__Ability_Id in Spell__Hash
-
Hashtable - Save Handle Of(Point(400.00, 200.00)) as 4 of Spell__Ability_Id in Spell__Hash
-
Hashtable - Save Handle Of(Point(600.00, 200.00)) as 5 of Spell__Ability_Id in Spell__Hash
-
Hashtable - Save Handle Of(Point(800.00, 200.00)) as 6 of Spell__Ability_Id in Spell__Hash
-
Vector
Here one does not save offsets one defines upto 4 angles with wave jumpspeed aka vectors.Each wave uses 1 vector to define the position of the next wavelocation.
To be compact I used only 2 vectors to built this formation.
One can define a default speed which is used by all angles."From" & "To" define which waves are using this vector, if 2 vectors colide the one with the higher number takes this wave.
How it looks in triggers:
-
Actions
-
Set Corruption_Waves[Spell__UsedData] = 6
-
Set Corruption_Move_IfAngleDiffers[Spell__UsedData] = True
-
Set Corruption_Move_Angle1[Spell__UsedData] = 0.00
-
Set Corruption_Move_Angle1Speed[Spell__UsedData] = 200.00
-
Set Corruption_Move_Angle1To[Spell__UsedData] = 6
-
Set Corruption_Move_Angle2From[Spell__UsedData] = 3
-
Set Corruption_Move_Angle2To[Spell__UsedData] = 3
-
Set Corruption_Move_Angle2[Spell__UsedData] = 90.00
-
Set Corruption_Move_Angle2Speed[Spell__UsedData] = 200.00
-
Now to my question again: You think one of both is in almost any case the better choice?
Or are both bad and there is a better one?
Last edited: