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[Trigger] Fix my spell please!

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Level 3
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Oct 6, 2007
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So, I'm trying to do a spell that orderds all archers in 800 range to bombard the target area by playing their Stand Victory animation (shoot in the air) and then creating a dummy to attack ground a random point in 500 range of the cast point, but the spell just spawns the dummy units, and causes the archers to play the animation, but it doesn't do the arrows / damage or stop the archers from playing the animation after a while :confused:. Here is the trigger and I also attached the map.




  • Archer Bombardment
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Archer Bombardment
    • Actions
      • Set ArcherBombCaster = (Casting unit)
      • Set ArcherBombTemp = (Units within 800.00 of (Position of ArcherBombCaster))
      • Set ArcherBombPoint = (Target point of ability being cast)
      • Unit Group - Pick every unit in ArcherBombTemp and do (Actions)
        • Loop - Actions
          • Set ArcherBombPicked = (Picked unit)
          • Set ArcherBombRandom1 = (Random real number between 0.00 and 500.00)
          • Set ArcherBombRandom2 = (Random real number between 0.00 and 360.00)
          • Set ArcherBombPoint2 = (Position of ArcherBombPicked)
          • Set ArcherBombPoint3 = (ArcherBombPoint offset by ArcherBombRandom1 towards ArcherBombRandom2 degrees)
          • Animation - Change ArcherBombPicked's animation speed to 150.00% of its original speed
          • Animation - Play ArcherBombPicked's Stand, Victory animation
          • Unit - Create 1 DummyArcher for (Owner of ArcherBombCaster) at ArcherBombPoint2 facing Default building facing degrees
          • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Attack Ground ArcherBombPoint3
          • Unit Group - Add ArcherBombPicked to ArcherBombAnmcancel
      • Wait 0.30 seconds
      • Unit Group - Pick every unit in ArcherBombAnmcancel and do (Actions)
        • Loop - Actions
          • Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
          • Animation - Reset (Picked unit)'s animation
      • Set ArcherBombCaster = No unit
      • Set ArcherBombPicked = No unit
      • Custom script: call RemoveLocation(udg_ArcherBombPoint)
      • Custom script: call RemoveLocation(udg_ArcherBombPoint2)
      • Custom script: call RemoveLocation(udg_ArcherBombPoint3)
      • Custom script: call DestroyGroup(udg_ArcherBombTemp)
      • Custom script: call DestroyGroup(udg_ArcherBombAnmcancel)
 

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  • Winter Builder Strategy Alpha.w3x
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Level 5
Joined
Dec 18, 2007
Messages
205
how about setting a longer expiration timer? maybe the dummy animation is too long and it will get removed before it even attacked.
another solution is to create one dummy at map intialization, remove the locust ability an check whether the dummy is able to attack the certain point. i mean don't you have to order it to do a ground attack (like catapults with splash)? i think when ordered to attack a point the dummy will move to that point and attack a target when he found one.

hope i helped a little.

greetings
 
Level 3
Joined
Oct 6, 2007
Messages
43
The attack-move command makes the unit to move to the place you issue it and attacks enemies on the way, but the Attack Ground should make the unit shoot ground where it is issued.
 
Level 5
Joined
Apr 21, 2006
Messages
82
If you still haven't found the problem:
The DummyArcher doesn't have Attack 1 Enabled. That's why it doesn't work.

You could also add this action in the first group loop:
  • Unit - Make (Picked unit) face ArcherBombPoint over 0.00 seconds
Makes those archers face the area which you've targeted.

Onnee matkaa lol
 
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