- Joined
- Aug 8, 2011
- Messages
- 297
-------- IN OBJECT EDITOR, REMOVE CLASSIFICATION 'MECHANICALS' FROM STRUCTURES IN YOUR MAP [E.G. TOWERS] --------
-------- IN OBJECT EDITOR, ADD CLASSIFICATION 'MECHANICALS' TO MECHANICALS IN YOUR MAP [E.G. SIEGE ENGINES] --------
hi i got a problem with Elune's spell, is it becouse i need to do the above lines ? if it is, can someone tell me how to do that, i dont understand the lines.
here is the triggers:
what is wrong with Elune's arrow ? when i used the spell there dont come any arrow or effects from it.
-------- IN OBJECT EDITOR, ADD CLASSIFICATION 'MECHANICALS' TO MECHANICALS IN YOUR MAP [E.G. SIEGE ENGINES] --------
hi i got a problem with Elune's spell, is it becouse i need to do the above lines ? if it is, can someone tell me how to do that, i dont understand the lines.
here is the triggers:
-
Variables
-

Events
-


Map initialization
-
-

Conditions
-

Actions
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- !!! TAKE NOTE: !!! --------
-


-------- DO THE BELOW TO PREVENT BUGS --------
-


-------- //ONLY APPLIES TO STARFALL AND ELUNE'S ARROW\\ --------
-


-------- IN OBJECT EDITOR, REMOVE CLASSIFICATION 'MECHANICALS' FROM STRUCTURES IN YOUR MAP [E.G. TOWERS] --------
-


-------- IN OBJECT EDITOR, ADD CLASSIFICATION 'MECHANICALS' TO MECHANICALS IN YOUR MAP [E.G. SIEGE ENGINES] --------
-


-------- !!!////////////////////////////////////////////////////////!!! --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- //////////////////////////////////////STARFALL\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ --------
-


-------- //THE ABILITY ID --------
-


Set Starfall_Ability = Starfall POTM
-


-------- ///////////////////////////////////// --------
-


-------- //THE UNIT ID --------
-


Set Starfall_Unit_Effect = Starfall_Effect
-


-------- ///////////////////////////////////// --------
-


-------- //The Special Effect of Starfall --------
-


Set Starfall_Effect_Path = Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
-


-------- ///////////////////////////////////// --------
-


-------- //THE DAMAGE OF STARFALL. THE INDEX CORRESPONDS TO THE LEVEL OF THE SKILL --------
-


Set Starfall_Damage[1] = 75.00
-


Set Starfall_Damage[2] = 150.00
-


Set Starfall_Damage[3] = 225.00
-


Set Starfall_Damage[4] = 300.00
-


-------- ///////////////////////////////////// --------
-


-------- //DOES STARFALL DAMAGE MECHANICALS --------
-


Set Starfall_Damage_Mechanicals = False
-


-------- ///////////////////////////////////// --------
-


-------- //DOES STARFALL DAMAGE STRUCTURES --------
-


Set Starfall_Damage_Structures = True
-


-------- ///////////////////////////////////// --------
-


-------- //THE AoE of the Starfall. --------
-


Set Starfall_AoE = 600.00
-


-------- ///////////////////////////////////// --------
-


-------- //THE AoE of the Starfall for the extra hit unit. --------
-


Set Starfall_AoE_Randomed = 200.00
-


-------- ///////////////////////////////////// --------
-


-------- ///////////Advanced --------
-


Hashtable - Create a hashtable
-


Set Starfall_Hashtable = (Last created hashtable)
-


-------- //////////////////////////////////////////////////////////////////////END OF STARFALL --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- //////////////////////////////////////ELUNE'S ARROW\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ --------
-


-------- //THE ABILITY ID --------
-


Set Arrow_Ability = Elune's Arrow
-


Set Arrow_Ability_Stun = Arrow_Stun
-


-------- ///////////////////////////////////// --------
-


-------- //THE UNIT ID --------
-


Set Arrow_Unit_Projectile = Arrow_Projectile
-


Set Arrow_Unit_Dummy = Arrow_Stun_Object
-


-------- ///////////////////////////////////// --------
-


-------- //THE DAMAGE OF THE ARROW. THE INDEX CORRESPONDS TO THE LEVEL OF THE SKILL --------
-


Set Arrow_Damage[1] = 90.00
-


Set Arrow_Damage[2] = 180.00
-


Set Arrow_Damage[3] = 270.00
-


Set Arrow_Damage[4] = 360.00
-


-------- ///////////////////////////////////// --------
-


-------- //THE MAXIMUM DISTANCE OF THE ARROW --------
-


Set Arrow_Maximum_Distance = 3000.00
-


-------- ///////////////////////////////////// --------
-


-------- //ARROW OFFSET --------
-


Set Arrow_Offset = 30.00
-


-------- ///////////////////////////////////// --------
-


-------- //ARROW SPEED --------
-


Set Arrow_Speed = 0.03
-


-------- ///////////////////////////////////// --------
-


-------- //ARROW Area of Effect --------
-


Set Arrow_AoE = 125.00
-


-------- ///////////////////////////////////// --------
-


-------- //CAN ARROW PASS THROUGH ALLIES --------
-


Set Arrow_Pass_Allies = True
-


-------- ///////////////////////////////////// --------
-


-------- //CAN ARROW PASS THROUGH STRUCTURES --------
-


Set Arrow_Pass_Structures = True
-


-------- ///////////////////////////////////// --------
-


-------- //CAN ARROW DAMAGE STRUCTURES --------
-


-------- [NOTE : udg_Arrow_Pass_Structures must be set to false] --------
-


Set Arrow_Damage_Structures = False
-


-------- ///////////////////////////////////// --------
-


-------- //CAN ARROW PASS THROUGH MECHANICALS --------
-


Set Arrow_Pass_Mechanicals = True
-


-------- ///////////////////////////////////// --------
-


-------- //CAN ARROW DAMAGE MECHANICALS --------
-


-------- [NOTE : udg_Arrow_Pass_Mechanicals must be set to false] --------
-


Set Arrow_Damage_Mechanicals = False
-


-------- ///////////////////////////////////// --------
-


-------- ///////////Advanced --------
-


Trigger - Add to ArrowMove <gen> the event (Time - Every Arrow_Speed seconds of game time)
-


Trigger - Turn off ArrowMove <gen>
-


-------- //////////////////////////////////////////////////////////////////////END OF ELUNE'S ARROW --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- //////////////////////////////////////LEAP\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ --------
-


-------- //THE ABILITY ID --------
-


Set Leap_Ability = Leap
-


Set Leap_Ability_Buff = Leap_Buff
-


-------- ///////////////////////////////////// --------
-


-------- //THE UNIT ID --------
-


Set Leap_Unit_Dummy = Leap_Dummy_Unit
-


-------- ///////////////////////////////////// --------
-


-------- //THE RANGE OF LEAP. THE INDEX CORRESPONDS TO THE LEVEL OF THE SKILL --------
-


Set Leap_Maximum_Distance[1] = 630.00
-


Set Leap_Maximum_Distance[2] = 690.00
-


Set Leap_Maximum_Distance[3] = 780.00
-


Set Leap_Maximum_Distance[4] = 840.00
-


-------- //////////////////////////////////////////////////////////////////////END OF LEAP --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- //////////////////////////////////////MOONLIGHT SHADOW\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ --------
-


-------- //THE ABILITY ID --------
-


Set MS_Ability = Moonlight Shadow
-


Set MS_Ability_Buff = MS_Invisibility
-


-------- ///////////////////////////////////// --------
-


-------- //The Special Effect of Moonlight Shadow --------
-


Set MSEffectPath = Abilities\Spells\Human\Invisibility\InvisibilityTarget.mdl
-


-------- ///////////////////////////////////// --------
-


-------- //THE DURATION OF INVISIBILITY --------
-


Set MS_Duration = 11.00
-


-------- ///////////////////////////////////// --------
-


-------- ///////////Advanced --------
-


Hashtable - Create a hashtable
-


Set MS_Hashtable = (Last created hashtable)
-


-------- //////////////////////////////////////////////////////////////////////END OF MOONLIGHT SHADOW --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- DO NOT COPY: --------
-


Custom script: call DestroyTrigger(gg_trg_Variables)
-
-
-
ArrowCast
-

Events
-


Unit - A unit Starts the effect of an ability
-
-

Conditions
-


(Ability being cast) Equal to Arrow_Ability
-
-

Actions
-


-------- //ONLY IF WHERE THERE ARE NO INSTANCES IT WILL START TRIGGER OF MOVING THE ARROW --------
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




Arrow_MUI Equal to False
-
-



Then - Actions
-




Trigger - Turn on ArrowMove <gen>
-
-



Else - Actions
-
-


-------- ///////////////////////// --------
-


Set Arrow_MUI = True
-


Set Arrow_MUI_2 = (Arrow_MUI_2 + 1)
-


Set Arrow_CastingUnit[Arrow_MUI_2] = (Triggering unit)
-


Set Arrow_Default_Point[Arrow_MUI_2] = (Position of (Triggering unit))
-


Set Arrow_Point[Arrow_MUI_2] = (Position of (Triggering unit))
-


Set Arrow_Target_Point = (Target point of ability being cast)
-


Set Arrow_Angle[Arrow_MUI_2] = (Angle from Arrow_Default_Point[Arrow_MUI_2] to Arrow_Target_Point)
-


Set Arrow_Level[Arrow_MUI_2] = (Level of Arrow_Ability for (Triggering unit))
-


Unit - Create 1 Arrow_Unit_Projectile for (Owner of (Triggering unit)) at Arrow_Default_Point[Arrow_MUI_2] facing Arrow_Angle[Arrow_MUI_2] degrees
-


Unit - Turn collision for (Last created unit) Off
-


Unit - Add Storm Crow Form to (Last created unit)
-


Set Arrow[Arrow_MUI_2] = (Last created unit)
-


-------- REMOVING LEAKS --------
-


Custom script: call RemoveLocation(udg_Arrow_Target_Point)
-
-
-
ArrowMove
-

Events
-

Conditions
-

Actions
-


For each (Integer A) from 1 to Arrow_MUI_2, do (Actions)
-



Loop - Actions
-




Set Arrow_Point[(Integer A)] = (Arrow_Point[(Integer A)] offset by Arrow_Offset towards Arrow_Angle[(Integer A)] degrees)
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






((Playable map area) contains Arrow_Point[(Integer A)]) Equal to True
-
-





Then - Actions
-






Unit - Move Arrow[(Integer A)] instantly to Arrow_Point[(Integer A)]
-
-





Else - Actions
-






Unit - Kill Arrow[(Integer A)]
-






Custom script: set udg_Arrow[GetForLoopIndexA()] = null
-
-
-




-------- //UNITS IN RANGE --------
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






Arrow_Pass_Allies Equal to True
-
-





Then - Actions
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








Arrow_Pass_Structures Equal to True
-
-







Then - Actions
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










Arrow_Pass_Mechanicals Equal to True
-
-









Then - Actions
-










Set Arrow_Group[(Integer A)] = (Units within Arrow_AoE of Arrow_Point[(Integer A)] matching (((Unit-type of (Matching unit)) Not equal to Arrow_Unit_Projectile) and (((Matching unit) Not equal to Arrow_CastingUnit[(Integer A)]) and ((((Matching unit) is alive) Equal to True) and ((((Matchi
-
-









Else - Actions
-










Set Arrow_Group[(Integer A)] = (Units within Arrow_AoE of Arrow_Point[(Integer A)] matching (((Unit-type of (Matching unit)) Not equal to Arrow_Unit_Projectile) and (((Matching unit) Not equal to Arrow_CastingUnit[(Integer A)]) and ((((Matching unit) is alive) Equal to True) and ((((Matchi
-
-
-
-







Else - Actions
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










Arrow_Pass_Mechanicals Equal to True
-
-









Then - Actions
-










Set Arrow_Group[(Integer A)] = (Units within Arrow_AoE of Arrow_Point[(Integer A)] matching (((Unit-type of (Matching unit)) Not equal to Arrow_Unit_Projectile) and (((Matching unit) Not equal to Arrow_CastingUnit[(Integer A)]) and ((((Matching unit) is alive) Equal to True) and ((((Matchi
-
-









Else - Actions
-










Set Arrow_Group[(Integer A)] = (Units within Arrow_AoE of Arrow_Point[(Integer A)] matching (((Unit-type of (Matching unit)) Not equal to Arrow_Unit_Projectile) and (((Matching unit) Not equal to Arrow_CastingUnit[(Integer A)]) and ((((Matching unit) is alive) Equal to True) and (((Owner o
-
-
-
-
-
-





Else - Actions
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








Arrow_Pass_Structures Equal to True
-
-







Then - Actions
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










Arrow_Pass_Mechanicals Equal to True
-
-









Then - Actions
-










Set Arrow_Group[(Integer A)] = (Units within Arrow_AoE of Arrow_Point[(Integer A)] matching (((Unit-type of (Matching unit)) Not equal to Arrow_Unit_Projectile) and (((Matching unit) Not equal to Arrow_CastingUnit[(Integer A)]) and ((((Matching unit) is alive) Equal to True) and ((((Matchi
-
-









Else - Actions
-










Set Arrow_Group[(Integer A)] = (Units within Arrow_AoE of Arrow_Point[(Integer A)] matching (((Unit-type of (Matching unit)) Not equal to Arrow_Unit_Projectile) and (((Matching unit) Not equal to Arrow_CastingUnit[(Integer A)]) and ((((Matching unit) is alive) Equal to True) and (((Matchin
-
-
-
-







Else - Actions
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










Arrow_Pass_Mechanicals Equal to True
-
-









Then - Actions
-










Set Arrow_Group[(Integer A)] = (Units within Arrow_AoE of Arrow_Point[(Integer A)] matching (((Unit-type of (Matching unit)) Not equal to Arrow_Unit_Projectile) and (((Matching unit) Not equal to Arrow_CastingUnit[(Integer A)]) and ((((Matching unit) is alive) Equal to True) and (((Matchin
-
-









Else - Actions
-










Set Arrow_Group[(Integer A)] = (Units within Arrow_AoE of Arrow_Point[(Integer A)] matching (((Unit-type of (Matching unit)) Not equal to Arrow_Unit_Projectile) and (((Matching unit) Not equal to Arrow_CastingUnit[(Integer A)]) and (((Matching unit) is alive) Equal to True))))
-
-
-
-
-
-
-




-------- /////////////////// --------
-




Set Arrow_Unit[(Integer A)] = (Random unit from Arrow_Group[(Integer A)])
-




Custom script: call DestroyGroup(udg_Arrow_Group[GetForLoopIndexA()])
-




Set Arrow_Distance[(Integer A)] = (Distance between Arrow_Default_Point[(Integer A)] and Arrow_Point[(Integer A)])
-




-------- //IF IT HITS A UNIT OR MAX RANGE --------
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






Arrow_Distance[(Integer A)] Greater than or equal to Arrow_Maximum_Distance
-
-





Then - Actions
-






Unit - Kill Arrow[(Integer A)]
-






Custom script: set udg_Arrow[GetForLoopIndexA()] = null
-
-





Else - Actions
-






-------- //DAMAGE SYSTEM --------
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








Arrow_Unit[(Integer A)] Not equal to No unit
-
-







Then - Actions
-








Unit - Create 1 Arrow_Unit_Dummy for Player 1 (Red) at Arrow_Point[(Integer A)] facing Arrow_Angle[(Integer A)] degrees
-








Set Arrow_Dummy_Unit[(Integer A)] = (Last created unit)
-








Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
-








-------- //STUN DURATION --------
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










Arrow_Distance[(Integer A)] Greater than (Arrow_Maximum_Distance / 2.00)
-
-









Then - Actions
-










Unit - Set level of Arrow_Ability_Stun for (Last created unit) to 10
-
-









Else - Actions
-










Unit - Set level of Arrow_Ability_Stun for (Last created unit) to (Integer((Arrow_Distance[(Integer A)] / 150.00)))
-
-
-








-------- /////////////////// --------
-








-------- //CHECK BOOLEAN FOR STRUCTURE AND MECHANICALS AND DAMAGE ACCORDINGLY --------
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










((Owner of Arrow[(Integer A)]) is an enemy of (Owner of Arrow_Unit[(Integer A)])) Equal to True
-
-









Then - Actions
-










If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-











If - Conditions
-












(Arrow_Unit[(Integer A)] is A structure) Equal to True
-
-











Then - Actions
-












-------- //IF IT IS A STRUCTURE... --------
-












If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
-














Arrow_Damage_Structures Equal to True
-
-













Then - Actions
-














Unit - Order Arrow_Unit[(Integer A)] to Hold Position
-














Unit - Order Arrow_Dummy_Unit[(Integer A)] to Human Mountain King - Storm Bolt Arrow_Unit[(Integer A)]
-














Unit - Cause (Last created unit) to damage Arrow_Unit[(Integer A)], dealing Arrow_Damage[Arrow_Level[(Integer A)]] damage of attack type Magic and damage type Magic
-














Unit - Order Arrow_Unit[(Integer A)] to Stop
-
-













Else - Actions
-
-
-











Else - Actions
-












If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
-














(Arrow_Unit[(Integer A)] is Mechanical) Equal to True
-
-













Then - Actions
-














-------- //IF IT IS MECHANICAL... --------
-














If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-















If - Conditions
-
















Arrow_Damage_Mechanicals Equal to True
-
-















Then - Actions
-
















Unit - Order Arrow_Unit[(Integer A)] to Hold Position
-
















Unit - Order Arrow_Dummy_Unit[(Integer A)] to Human Mountain King - Storm Bolt Arrow_Unit[(Integer A)]
-
















Unit - Cause (Last created unit) to damage Arrow_Unit[(Integer A)], dealing Arrow_Damage[Arrow_Level[(Integer A)]] damage of attack type Magic and damage type Magic
-
















Unit - Order Arrow_Unit[(Integer A)] to Stop
-
-















Else - Actions
-
-
-













Else - Actions
-














-------- //ORGANIC UNITS --------
-














Unit - Order Arrow_Unit[(Integer A)] to Hold Position
-














Unit - Order Arrow_Dummy_Unit[(Integer A)] to Human Mountain King - Storm Bolt Arrow_Unit[(Integer A)]
-














Unit - Cause (Last created unit) to damage Arrow_Unit[(Integer A)], dealing Arrow_Damage[Arrow_Level[(Integer A)]] damage of attack type Magic and damage type Magic
-














Unit - Order Arrow_Unit[(Integer A)] to Stop
-
-
-
-
-
-









Else - Actions
-
-








-------- /////////////////// --------
-








Unit - Kill Arrow[(Integer A)]
-








Custom script: set udg_Arrow[GetForLoopIndexA()] = null
-








Custom script: set udg_Arrow_Unit[GetForLoopIndexA()] = null
-
-







Else - Actions
-
-






-------- /////////////////// --------
-
-
-




-------- /////////////////// --------
-
-
-


Set Temp_Group = (Units owned by (Player(1)) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Arrow_Unit_Projectile)))
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




(Number of units in Temp_Group) Equal to 0
-
-



Then - Actions
-




Trigger - Turn off (This trigger)
-




Set Arrow_MUI = False
-




For each (Integer A) from 1 to Arrow_MUI_2, do (Actions)
-





Loop - Actions
-






Unit - Remove Arrow[(Integer A)] from the game
-






Custom script: set udg_Arrow_CastingUnit[GetForLoopIndexA()] = null
-






Custom script: call RemoveLocation(udg_Arrow_Point[GetForLoopIndexA()])
-






Custom script: call RemoveLocation(udg_Arrow_Default_Point[GetForLoopIndexA()])
-
-
-




Set Arrow_MUI_2 = 0
-
-



Else - Actions
-
-


Custom script: call DestroyGroup(udg_Temp_Group)
-
-
what is wrong with Elune's arrow ? when i used the spell there dont come any arrow or effects from it.
Last edited:




