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Flamethrowerish ability

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Level 11
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Dec 5, 2009
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Hey there, I am making kind of a flamethrower. I made a loop trigger that create a new unit every o.06 sec and they move in a coneish way, like a triangle. But if this spell runs like 4-5 times at once heavy laggs will occour, is there a easier way to do this without units? I want to have the opportunity to change damage and other variables.
 
Level 20
Joined
Apr 14, 2012
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I think what deathismyfriend is trying to tell you that (I think you should do this) you should set the points in a variable like so:
  • TEST TRIGGER
  • Events
    • Time - Every 0.06 seconds of game time
  • Conditions
  • Actions
    • Set Variable - Point[1] = Position of (Triggering Unit)
    • Set Variable - Point[2] = Position of (Trigerring Unit) offset by (Integer + 60)) towards (Angle from (Point[1] to (Point[2] Degrees)))
    • CreateNUnitsAtLoc........... (actions here)
    • call RemoveLocation(udg_Point[1])
    • call RemoveLocation(udg_Point[2])
    • set udg_Point[1] = null
    • set udg_Point[2] = null
Of course you could remove the leaks in some other triggers, but in the loop trigger would be fine too. Do this so you won't leak so much in just a few seconds; because the game will lag.
 
Level 14
Joined
Dec 12, 2009
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1,027
Can't you use a modification of the model FlameThrowerSpawnObj (Objects\Spawnmodels\Other\FlameThrower\FlameThrowerSpawnObj.mdl)?

If this is just a normal attack for a unit, why not use Missile-Splash and modify the damage area you want for splash? If this is an ability, can't you just use a modification of Breath of Fire? If this is an environment, use a dummy unit that can casts your flamethrower as an ability.

I'm not sure what you mean by changing damage. You can use different levels of an ability to control range/damage.

I suppose what you intend to do with your flamethrower is needed to really help you.

//\\oo//\\
 
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