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When I make this spell, it becomes ultimate.Although it is simple, but deadly.Killing enemy with death fire that performing 8 line star.
trigger:
[trigger=Fire Awakes]
Fire Awakes
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fire Awakes
Actions
Set Caster = (Triggering unit)
Set CasterPos = (Position of Caster)
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
Set CasterPos_point = (CasterPos offset by (200.00 x (Real((Integer A)))) towards 0.00 degrees)
Set CasterPos_point_2 = (CasterPos offset by (200.00 x (Real((Integer A)))) towards 45.00 degrees)
Set CasterPos_point_3 = (CasterPos offset by (200.00 x (Real((Integer A)))) towards 90.00 degrees)
Set CasterPos_point_4 = (CasterPos offset by (200.00 x (Real((Integer A)))) towards 135.00 degrees)
Set CasterPos_point_5 = (CasterPos offset by (200.00 x (Real((Integer A)))) towards 180.00 degrees)
Set CasterPos_point_6 = (CasterPos offset by (200.00 x (Real((Integer A)))) towards 225.00 degrees)
Set CasterPos_point_7 = (CasterPos offset by (200.00 x (Real((Integer A)))) towards 270.00 degrees)
Set CasterPos_point_8 = (CasterPos offset by (200.00 x (Real((Integer A)))) towards 315.00 degrees)
Unit - Create 1 Fire Awakes Dummy for (Owner of Caster) at CasterPos_point facing Default building facing degrees
Set Dummy = (Last created unit)
Set DummyPos = (Position of Dummy)
Unit - Order Dummy to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to Dummy
Unit - Add Fire Awakes to Dummy
Special Effect - Create a special effect at DummyPos using Abilities\Spells\Items\AIam\AIamTarget.mdl
Set SpecEff = (Last created special effect)
Special Effect - Destroy SpecEff
Unit - Create 1 Fire Awakes Dummy for (Owner of Caster) at CasterPos_point_2 facing Default building facing degrees
Set Dummy = (Last created unit)
Set DummyPos = (Position of Dummy)
Unit - Order Dummy to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to Dummy
Unit - Add Fire Awakes to Dummy
Special Effect - Create a special effect at DummyPos using Abilities\Spells\Items\AIam\AIamTarget.mdl
Set SpecEff = (Last created special effect)
Special Effect - Destroy SpecEff
Unit - Create 1 Fire Awakes Dummy for (Owner of Caster) at CasterPos_point_3 facing Default building facing degrees
Set Dummy = (Last created unit)
Set DummyPos = (Position of Dummy)
Unit - Order Dummy to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to Dummy
Unit - Add Fire Awakes to Dummy
Special Effect - Create a special effect at DummyPos using Abilities\Spells\Items\AIam\AIamTarget.mdl
Set SpecEff = (Last created special effect)
Special Effect - Destroy SpecEff
Unit - Create 1 Fire Awakes Dummy for (Owner of Caster) at CasterPos_point_4 facing Default building facing degrees
Set Dummy = (Last created unit)
Set DummyPos = (Position of Dummy)
Unit - Order Dummy to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to Dummy
Unit - Add Fire Awakes to Dummy
Special Effect - Create a special effect at DummyPos using Abilities\Spells\Items\AIam\AIamTarget.mdl
Set SpecEff = (Last created special effect)
Special Effect - Destroy SpecEff
Unit - Create 1 Fire Awakes Dummy for (Owner of Caster) at CasterPos_point_5 facing Default building facing degrees
Set Dummy = (Last created unit)
Set DummyPos = (Position of Dummy)
Unit - Order Dummy to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to Dummy
Unit - Add Fire Awakes to Dummy
Special Effect - Create a special effect at DummyPos using Abilities\Spells\Items\AIam\AIamTarget.mdl
Set SpecEff = (Last created special effect)
Special Effect - Destroy SpecEff
Unit - Create 1 Fire Awakes Dummy for (Owner of Caster) at CasterPos_point_6 facing Default building facing degrees
Set Dummy = (Last created unit)
Set DummyPos = (Position of Dummy)
Unit - Order Dummy to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to Dummy
Unit - Add Fire Awakes to Dummy
Special Effect - Create a special effect at DummyPos using Abilities\Spells\Items\AIam\AIamTarget.mdl
Set SpecEff = (Last created special effect)
Special Effect - Destroy SpecEff
Unit - Create 1 Fire Awakes Dummy for (Owner of Caster) at CasterPos_point_7 facing Default building facing degrees
Set Dummy = (Last created unit)
Set DummyPos = (Position of Dummy)
Unit - Order Dummy to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to Dummy
Unit - Add Fire Awakes to Dummy
Special Effect - Create a special effect at DummyPos using Abilities\Spells\Items\AIam\AIamTarget.mdl
Set SpecEff = (Last created special effect)
Special Effect - Destroy SpecEff
Unit - Create 1 Fire Awakes Dummy for (Owner of Caster) at CasterPos_point_8 facing Default building facing degrees
Set Dummy = (Last created unit)
Set DummyPos = (Position of Dummy)
Unit - Order Dummy to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to Dummy
Unit - Add Fire Awakes to Dummy
Special Effect - Create a special effect at DummyPos using Abilities\Spells\Items\AIam\AIamTarget.mdl
Set SpecEff = (Last created special effect)
Special Effect - Destroy SpecEff
Custom script: call RemoveLocation(udg_CasterPos)
Custom script: call RemoveLocation(udg_CasterPos_point_2)
Custom script: call RemoveLocation(udg_CasterPos_point_3)
Custom script: call RemoveLocation(udg_CasterPos_point_4)
Custom script: call RemoveLocation(udg_CasterPos_point_5)
Custom script: call RemoveLocation(udg_CasterPos_point_6)
Custom script: call RemoveLocation(udg_CasterPos_point_7)
Custom script: call RemoveLocation(udg_CasterPos_point_8)
You need to read tutorials and rules before submitting this:
Fire Awakes
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fire Awakes
Actions
Set Caster = (Position of (Triggering unit))
Wait 0.01 seconds
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 0.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 0.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 45.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 45.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 90.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 90.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 135.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 135.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 180.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 180.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 225.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 225.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 270.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 270.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 315.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 315.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 360.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 360.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Review:
-leaks;
-not MUI;
-uses waits (not even needed!);
-no damage dealt or other ability casted, just effects;
-you don't remove the location, but you store it in variable, well that's a start;
-use a real variable for degrees to reduce the number of actions that create an effect, or use loop trigger;
-too simple - the main one
[quote]people who can't read should get punished somehow :S[/quote] wish such thing would happen, coz i see every day at least 1 spell that breaks every rule!
[trigger=Fire Awakes]
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fire Awakes
Actions
Set Caster = (Position of (Triggering unit))
Wait 0.01 seconds
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 0.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 0.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 45.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 45.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 90.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 90.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 135.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 135.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 180.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 180.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 225.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 225.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 270.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 270.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 315.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 315.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 360.00 degrees) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Create a special effect at (Caster offset by (100.00 x (Real((Integer A)))) towards 360.00 degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl[/trigger]
They should make a tutorial for posting triggers on the hive. I think it needs like 10 pages to explain how to click "Copy as Text" and paste between tags "[triger] [/trigger]"...
Type these tags: [triger] and [/trigger] in capital letters, then between them, paste the triggers. ( I mispelled "trigger" because i dont want the text to disappear )
You get it now?
I hope you can understand sarcasm dude, cuz if not, your hopeless.
I'd love to help you improve this spell, but i cant. I have a fucking test to study for, and there's literally 40 chapters to memorize.
EDIT: Did you know that there are sarcasm tags?? Look at the first line in this comment
EDIT2:
Lemme help you a bit.
First of all, don't use "integer a". Use "Integer Variable"
Second, add this line to your triggers to remove the location so that it doesn't cause leaks:
JASS:
call RemoveLocation(udg_Caster)
( assuming the name of the location is "Caster". Please change that name. It should be something like "Loc", or better yet, "AwakenFire_Loc1". This way, implementation is much easier. I hate renaming variables because they overwrite others! )
Sure you can create a spell with waits making it MUI, you can either use custom script locals or just Triggering Unit as it acts like a local (last time I checked).
And tags doesnt matter if theyre TriGGeR or trigger or TRIGGER, works with whatever.
Wow. I post one comment and suddenly 4 guys attack me.
Yes i know it's possible to make an MUI spell that uses waits, but it's pretty complicated.
I saw this spree system made by Ryoko (i think). It uses waits, but it functions perfectly. i tested it by killing 85 heroes at once, and it worked 100% with no errors
As you said baassee, to make a spell MUI, you have to use locals (Triggering unit works too ... i think)
[OFFTOPIC]
and btw, why would someone wanna type smtn like [TrIgGeR][/tRiGgEr] instead of just writing smtn like [TRIGGER][/TRIGGER]
It looks cleaner when you type it completely capitalized, so just accept it dude ^^
[/OFFTOPIC]
there are tutorials on the tuts section about leaks, MUI and general trigger basics... please take time to read there if you don't understand something...
if baassee,
and I guess someone like baassee can do something like this, MUI and leakless in just a few minutes...
, or any other would make this without leak and post it here, then what will you do? copy it?
First of all. You add the dummy ability the dummy should cast after it has been ordered to cast it?
Second, this below should be multiplied by 3 to get the current amount of leaks.
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at (Caster offset by (200.00 x (Real((Integer A)))) towards 0.00 degrees) facing Default building facing degrees
+1
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at (Caster offset by (200.00 x (Real((Integer A)))) towards 45.00 degrees) facing Default building facing degrees
+3
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at (Caster offset by (200.00 x (Real((Integer A)))) towards 90.00 degrees) facing Default building facing degrees
+3
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at (Caster offset by (200.00 x (Real((Integer A)))) towards 135.00 degrees) facing Default building facing degrees
+3
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at (Caster offset by (200.00 x (Real((Integer A)))) towards 180.00 degrees) facing Default building facing degrees
+3
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at (Caster offset by (200.00 x (Real((Integer A)))) towards 225.00 degrees) facing Default building facing degrees
+3
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at (Caster offset by (200.00 x (Real((Integer A)))) towards 270.00 degrees) facing Default building facing degrees
+3
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at (Caster offset by (200.00 x (Real((Integer A)))) towards 315.00 degrees) facing Default building facing degrees
+3
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
+2
Alright how many do we have? 24? 24 * 3 = 72 so everytime you cast this, you leak 72 times.
there are tutorials on the tuts section about leaks, MUI and general trigger basics... please take time to read there if you don't understand something...
if baassee,
and I guess someone like baassee can do something like this, MUI and leakless in just a few minutes...
, or any other would make this without leak and post it here, then what will you do? copy it?
To make it perform like you want it to you need to split up it into two different triggers which one will perform the wait between the creatings. I can make it leakless with one trigger and waits but that will require a few locals which you will probably not understand as you don't understand the main points of my and Adiktuz and everybody else's critism.
To make it perform like you want it to you need to split up it into two different triggers which one will perform the wait between the creatings. I can make it leakless with one trigger and waits but that will require a few locals which you will probably not understand as you don't understand the main points of my and Adiktuz and everybody else's critism.
You just added much more leaks....
Please fix those leaks...
Since i'm sort of fed up and tired, I'm going to ignore that huge repeating block of code. -.-
Remove the leaks like i taught you.
Whenever you set a location to something and you dont remove it, it will cause lag.
You have to use the custom script: call RemoveLocation(udg_xxxxxxx)
The xxxxxxx should be the name of the point variable with underscores "_" where the spaces should be.
For example,
If the point is called "Spell Point", to remove it, you have to call this function:
JASS:
call RemoveLocation(udg_Spell_Point)
If you're not going to write an efficient spell, at least write one that doesn't cause leaks.
[trigger=]
Fire Awakes
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fire Awakes
Actions
Set Caster = (Position of (Triggering unit))
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
Set Caster_point = (Caster offset by (200.00 x (Real((Integer A)))) towards 0.00 degrees)
Set Caster_point_2 = (Caster offset by (200.00 x (Real((Integer A)))) towards 45.00 degrees)
Set Caster_point_3 = (Caster offset by (200.00 x (Real((Integer A)))) towards 90.00 degrees)
Set Caster_point_4 = (Caster offset by (200.00 x (Real((Integer A)))) towards 135.00 degrees)
Set Caster_point_5 = (Caster offset by (200.00 x (Real((Integer A)))) towards 180.00 degrees)
Set Caster_point_6 = (Caster offset by (200.00 x (Real((Integer A)))) towards 225.00 degrees)
Set Caster_point_7 = (Caster offset by (200.00 x (Real((Integer A)))) towards 270.00 degrees)
Set Caster_point_8 = (Caster offset by (200.00 x (Real((Integer A)))) towards 315.00 degrees)
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at Caster_point facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Add Fire Awakes to (Last created unit)
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
If ((Level of Fire Awakes for (Triggering unit)) Equal to 1) then do (Wait 0.01 seconds) else do (Do nothing)
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at Caster_point_2 facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Add Fire Awakes to (Last created unit)
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
If ((Level of Fire Awakes for (Triggering unit)) Equal to 1) then do (Wait 0.01 seconds) else do (Do nothing)
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at Caster_point_3 facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Add Fire Awakes to (Last created unit)
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
If ((Level of Fire Awakes for (Triggering unit)) Equal to 1) then do (Wait 0.01 seconds) else do (Do nothing)
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at Caster_point_4 facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Add Fire Awakes to (Last created unit)
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
If ((Level of Fire Awakes for (Triggering unit)) Equal to 1) then do (Wait 0.01 seconds) else do (Do nothing)
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at Caster_point_5 facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Add Fire Awakes to (Last created unit)
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
If ((Level of Fire Awakes for (Triggering unit)) Equal to 1) then do (Wait 0.01 seconds) else do (Do nothing)
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at Caster_point_6 facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Add Fire Awakes to (Last created unit)
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
If ((Level of Fire Awakes for (Triggering unit)) Equal to 1) then do (Wait 0.01 seconds) else do (Do nothing)
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at Caster_point_7 facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Add Fire Awakes to (Last created unit)
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
If ((Level of Fire Awakes for (Triggering unit)) Equal to 1) then do (Wait 0.01 seconds) else do (Do nothing)
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Fire Awakes Dummy for (Owner of (Triggering unit)) at Caster_point_8 facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Add Fire Awakes to (Last created unit)
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
If ((Level of Fire Awakes for (Triggering unit)) Equal to 1) then do (Wait 0.01 seconds) else do (Do nothing)
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation(udg_Caster)
Custom script: call RemoveLocation(udg_Caster_point)
Custom script: call RemoveLocation(udg_Caster_point_2)
Custom script: call RemoveLocation(udg_Caster_point_3)
Custom script: call RemoveLocation(udg_Caster_point_4)
Custom script: call RemoveLocation(udg_Caster_point_5)
Custom script: call RemoveLocation(udg_Caster_point_6)
Custom script: call RemoveLocation(udg_Caster_point_7)
Custom script: call RemoveLocation(udg_Caster_point_8)
[/trigger]
and instead of using special effects action to create the flame strikes, why not just use the flame strike ability as the caster effect of ThunderClap?
you really don't need those waits... just use dummy.mdx for the dummy unit and attach the flame strike effect to them and add a suiting expiration timer...
or use the FS effect as the dummy unit model itself though I don't suggest it...
what doesn't work? first make sure that the expiration timer is long enough so that the birth animation will play... make sure that ur using the corretc animation...
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