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[Trigger] Flying Height

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Level 7
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Jul 9, 2012
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Flying Height - SOLVED

SOLVED

This might be a dumb questing, but i'm struggleling with flying heights..

This is a looping trigger which is lowering the height of a lightning orb, and deals damage when reaching the ground. But the orb isn't lowering very much? Is it because of the rate. (The unit is an air unit!) :)

  • Unstable Lightning Loop
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set UnstableLightningReal = (UnstableLightningReal - 4.80)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • UnstableLightningReal Greater than 0.00
        • Then - Actions
          • Animation - Change UnstableLightningUnit flying height to UnstableLightningReal at 0.00
        • Else - Actions
          • Trigger - Turn off (This trigger)
          • Unit - Remove UnstableLightningUnit from the game
          • Sound - Play LightningShieldTarget <gen> at 100.00% volume, located at UnstableLightningPoint with Z offset 0.00
          • For each (Integer UnstableLightningIndex) from 1 to 15, do (Actions)
            • Loop - Actions
              • Set UnstableLightningEffectPoint = (Random point in The Gatekeeper <gen>)
              • Special Effect - Create a special effect at UnstableLightningEffectPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation(udg_UnstableLightningEffectPoint)
          • Unit Group - Pick every unit in (Units within 400.00 of UnstableLightningPoint matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of Player 12 (Brown)) Equal to True))) and do (Actions)
            • Loop - Actions
              • Unit - Cause Gatekeeper 0001 <gen> to damage (Picked unit), dealing 1000.00 damage of attack type Spells and damage type Normal
              • Floating Text - Create floating text that reads (String(1000)) above (Picked unit) with Z offset 100.00, using font size 10.00, color (100.00%, 25.00%, 25.00%), and 0.00% transparency
              • Set TempFloatingText = (Last created floating text)
              • Trigger - Run General Floating Text <gen> (checking conditions)
          • Custom script: call RemoveLocation(udg_UnstableLightningPoint)
Thank you!!
 
Last edited:
:wink: i see the Leak...

  • Unit Group - Pick every unit in (Units within 400.00 of Unstable matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of Player 12 (Brown)) Equal to True))) and do (Actions)
    • Loop - Actions
      • Unit - Cause (Bla Bla) to damage (Picked unit), dealing 1000.00 damage of attack type Spells and damage type Normal
      • Floating Text - Create floating text that reads Bla Bla at (Bla Bla)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
just add
  • Custom script: set bj_wantDestroyGroup = true
Ex
  • Custom script: set bj_wantDestroyGroup = true
  • Unit Group - Pick every unit in (Units within 400.00 of Unstable matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of Player 12 (Brown)) Equal to True))) and do (Actions)
    • Loop - Actions
      • Unit - Cause (Bla Bla) to damage (Picked unit), dealing 1000.00 damage of attack type Spells and damage type Normal
      • Floating Text - Create floating text that reads Bla Bla at (Bla Bla)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
xD
 
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