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[Trigger] Few Abilities problems.. (2 abilities)

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Level 11
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Sep 12, 2008
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First ability:

This creates the crystal shards, and makes them at a specific angle..
  • Crystal Shards Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Breathing Flame - Crystal Shards
    • Actions
      • Set Anbu_CSUnit = (Casting unit)
      • Set Anbu_CSPoint[1] = (Position of Anbu_CSUnit)
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Set Anbu_CSAngle = (Anbu_CSAngle + 60.00)
          • Unit - Create 1 Crystal Shard for (Owner of Anbu_CSUnit) at (Anbu_CSPoint[1] offset by 135.00 towards Anbu_CSAngle degrees) facing Default building facing degrees
          • Set Anbu_CSDummy[(Integer A)] = (Last created unit)
          • Unit - Add Crow Form to Anbu_CSDummy[(Integer A)]
          • Set Anbu_CSAmountOfShards = (Anbu_CSAmountOfShards + 1)
      • Set Anbu_CSAngle = 0.00
      • Trigger - Turn on Crystal Shards Movement <gen>
      • Custom script: call RemoveLocation(udg_Anbu_CSPoint[1])
allright,this makes the shards follow the caster when he moves..
  • Crystal Shards Movement
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to Anbu_CSAmountOfShards, do (Actions)
        • Loop - Actions
          • Set Anbu_CSAngle = (Anbu_CSAngle + 60.00)
          • Set Anbu_CSDummyPoint = ((Position of Anbu_CSUnit) offset by (135.00 - ((Real((Integer A))) x 5.00)) towards Anbu_CSAngle degrees)
          • Unit - Move Anbu_CSDummy[(Integer A)] instantly to Anbu_CSDummyPoint
          • Unit - Make Anbu_CSDummy[(Integer A)] face (Facing of Anbu_CSUnit) over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Anbu_CSDummyPoint)
      • Set Anbu_CSAngle = 0.00


My problem is this:
i want the trigger to cheak if a unit comes withing range X to the caster, and if he does, make the shard go to the unit's position, then destroy it self, and make small tiny shards in his place (Ill try changing the model's death animation, and if i cant then ill forget it..), dealing X damage to the target..
then if the unit isnt dead, dont send the other shards, wait 1-2 seconds, then send the next shard.. i dont want them to go togheter.

I tried everything, but when i made it it was a really long code, and didnt work properly..
1. didnt remove shards.
2. didnt wait 1-2 seconds each shard
3. looked awefull..


Ability - Blood Controll

I've allready finished this thru, but i have 1 small problem.

it allows the caster to control its target, losing X mana every 1 second..

Allright, my problem is this:

i cannot find a way to make the player unable to controll his own unit, but still own it.. while the caster controlls his unit.. (1 unit target specific).

Thanks in advance.
 
Last edited:
Level 13
Joined
Mar 24, 2010
Messages
950
for Ability - Blood Controll
I dont think there is such a way to leave the unit still owned by your enemy but able to be controlled by you at the same time. Its either 1 or the other at any given time.
 
Level 17
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Jun 17, 2010
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