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[Spell] Green Ball issue

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Level 6
Joined
Sep 19, 2006
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191
  • GB Init
    • Events
      • Time - Elapsed game time is 0.01 seconds
    • Conditions
    • Actions
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Here you can change the Speed of the projectile --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set P_Projectile_Speed = 17.00
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Here you can change the Right/Left Turning --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set P_Turning = (45.00 / P_Projectile_Speed)
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Here you change change the Up/Down motion of the projectile --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set P_Arc = (210.00 / P_Projectile_Speed)
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- here you can change the AOE of the Projectile Explosion --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set P_Aoe_Explosion = 250.00
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- here you can change the Special Effects --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set P_Explosion_Effect = Units\NightElf\Wisp\WispExplode.mdl
      • Set P_Explosion_Effect2 = Objects\Spawnmodels\Undead\UCancelDeath\UCancelDeath.mdl
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Here you can change the damage --------
      • -------- The Damage will be multiplied by the level of the ability. --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set P_Damage = 100.00
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
  • Casting a GB
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Green Ball
    • Actions
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Don't change anything in this trigger. --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Index_P[0] Equal to 0
        • Then - Actions
          • Trigger - Turn on GB Loop <gen>
        • Else - Actions
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Indexs --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set Index_P[0] = (Index_P[0] + 1)
      • Set Index_P[1] = (Index_P[1] + 1)
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Setting Points --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set P_Caster[Index_P[0]] = (Triggering unit)
      • Set P_Caster_Point[Index_P[0]] = (Position of P_Caster[Index_P[0]])
      • Set P_Target_Point = (Target point of ability being cast)
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Setting Angle --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set P_Angle[Index_P[0]] = (Angle from P_Caster_Point[Index_P[0]] to P_Target_Point)
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Setting remaining distance --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set P_Remaining_Distance[Index_P[0]] = (Distance between P_Caster_Point[Index_P[0]] and P_Target_Point)
      • Set P_Creating_Point = (P_Caster_Point[Index_P[0]] offset by 20.00 towards P_Angle[Index_P[0]] degrees)
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Here i set the level. dont change it. --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set P_Level[Index_P[0]] = (Level of (Ability being cast) for (Triggering unit))
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Reseting everything --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set P_AT_Time[Index_P[0]] = 0.24
      • Set P_Condition_Integer[Index_P[0]] = 0
      • Set P_Up_Down_Int[Index_P[0]] = 0
      • Set P_Range[Index_P[0]] = 20.00
      • Set P_Integer_Heigh[Index_P[2]] = 0
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Setting what if it will go right or left first --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 2) Equal to 1
        • Then - Actions
          • Set P_Turning_Boo[Index_P[0]] = True
          • Set P_Integer[Index_P[0]] = 1
        • Else - Actions
          • Set P_Turning_Boo[Index_P[0]] = False
          • Set P_Integer[Index_P[2]] = 0
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Setting if it will go up or down first. --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 2) Equal to 1
        • Then - Actions
          • Set P_Arc_Up_Boo[Index_P[0]] = True
        • Else - Actions
          • Set P_Arc_Up_Boo[Index_P[0]] = False
      • Set P_Run_Boolean[Index_P[0]] = True
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Creating the Projectile --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Unit - Create 1 Projectile for (Owner of (Triggering unit)) at P_Creating_Point facing Default building facing degrees
      • Unit - Deny shared vision of (Last created unit) to (Owner of (Triggering unit))
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Making unit flying --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Unit - Add Storm Crow Form to (Last created unit)
      • Unit - Remove Storm Crow Form from (Last created unit)
      • Animation - Change (Last created unit) flying height to 100.00 at 0.00
      • Set P_Dummy_Unit[Index_P[0]] = (Last created unit)
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Setting heigh. --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Custom script: set udg_P_Projectile_Heigh[udg_Index_P[0]] = GetLocationZ(udg_P_Creating_Point)
      • Custom script: set udg_P_Projectile_Heigh4[udg_Index_P[0]] = GetLocationZ(udg_P_Target_Point)
      • Set P_Projectile_Heigh2 = (P_Projectile_Heigh[Index_P[0]] + (Current flying height of (Last created unit)))
      • Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh2 - P_Projectile_Heigh[Index_P[0]])
      • Animation - Change (Last created unit) flying height to P_Projectile_Heigh3[Index_P[0]] at 0.00
      • Custom script: call RemoveLocation(udg_P_Target_Point)
      • Custom script: call RemoveLocation(udg_P_Creating_Point)
  • GB Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • -------- Dont change anything in this trigger --------
      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • For each (Integer Index_P[2]) from 1 to Index_P[0], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • P_Run_Boolean[Index_P[2]] Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (P_Projectile_Heigh3[Index_P[2]] - P_Projectile_Heigh5[Index_P[2]]) Less than or equal to 10.00
                • Then - Actions
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • -------- Setting everything for the Explosion --------
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • Set P_Current_Point = (Position of P_Dummy_Unit[Index_P[2]])
                  • Set P_Damaged_Group = (Units within P_Aoe_Explosion of P_Current_Point matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of P_Dummy_Unit[Index_P[2]])) Equal to True))))
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • -------- Creating cool Special Effects --------
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • Special Effect - Create a special effect at P_Current_Point using P_Explosion_Effect
                  • Special Effect - Destroy (Last created special effect)
                  • Special Effect - Create a special effect at P_Current_Point using P_Explosion_Effect2
                  • Special Effect - Destroy (Last created special effect)
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • -------- Dealing damage to group --------
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • Unit Group - Pick every unit in P_Damaged_Group and do (Actions)
                    • Loop - Actions
                      • Unit - Cause P_Caster[Index_P[2]] to damage (Picked unit), dealing (P_Damage x (Real(P_Level[Index_P[2]]))) damage of attack type Spells and damage type Normal
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • -------- Removing Leaks --------
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • Custom script: call DestroyGroup(udg_P_Damaged_Group)
                  • Custom script: call RemoveLocation(udg_P_Current_Point)
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • -------- Removing the unto --------
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • Unit - Remove P_Dummy_Unit[Index_P[2]] from the game
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • -------- Making the this integer not able to run the trigger --------
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • Set Index_P[1] = (Index_P[1] - 1)
                  • Set P_Run_Boolean[Index_P[2]] = False
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • -------- Removing Leak --------
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • Custom script: call RemoveLocation(udg_P_Caster_Point[udg_Index_P[2]])
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • -------- Turning off the Trigger --------
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Index_P[1] Equal to 0
                    • Then - Actions
                      • Set Index_P[0] = 0
                      • Trigger - Turn off GB Loop <gen>
                    • Else - Actions
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • P_Remaining_Distance[Index_P[2]] Less than or equal to (4.00 x P_Projectile_Speed)
                    • Then - Actions
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- Making the projectile fall down --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- Setting everything to make move the Projectile --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • Set P_Range[Index_P[2]] = (P_Range[Index_P[2]] + P_Projectile_Speed)
                      • Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- Moving the Projectile --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- Setting everything for the heigh of the Projectile --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • Custom script: set udg_P_Projectile_Heigh5[udg_Index_P[2]] = GetLocationZ(udg_P_Moving_Point)
                      • Set P_Projectile_Heigh3[Index_P[2]] = ((P_Projectile_Heigh[Index_P[2]] + (Current flying height of P_Dummy_Unit[Index_P[2]])) - P_Projectile_Heigh5[Index_P[2]])
                      • Set P_Integer_Heigh[Index_P[2]] = (P_Integer_Heigh[Index_P[2]] + 1)
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- Changing the heigh of the Projectile --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • Animation - Change P_Dummy_Unit[Index_P[2]] flying height to (P_Projectile_Heigh3[Index_P[2]] - ((Real(P_Integer_Heigh[Index_P[2]])) x 15.00)) at 0.00
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- Removing Leaks --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • Custom script: call RemoveLocation(udg_P_Moving_Point)
                    • Else - Actions
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- Moving the Projectile --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- Setting everything to move the Projectile --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • Set P_Range[Index_P[2]] = (P_Range[Index_P[2]] + P_Projectile_Speed)
                      • Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- Moving the Projectile --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- Setting Heigh --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • Custom script: set udg_P_Projectile_Heigh5[udg_Index_P[2]] = GetLocationZ(udg_P_Moving_Point)
                      • Custom script: call RemoveLocation(udg_P_Moving_Point)
                      • Set P_Projectile_Heigh3[Index_P[2]] = ((P_Projectile_Heigh[Index_P[2]] + (Current flying height of P_Dummy_Unit[Index_P[2]])) - P_Projectile_Heigh5[Index_P[2]])
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- Changing heigh of the Projectile --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • P_Arc_Up_Boo[Index_P[2]] Equal to True
                        • Then - Actions
                          • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                          • -------- Making go Up then down the Projectile --------
                          • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • P_AT_Time[Index_P[2]] Greater than or equal to 0.12
                            • Then - Actions
                              • Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] + P_Arc)
                              • Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
                            • Else - Actions
                              • Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] - P_Arc)
                              • Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
                        • Else - Actions
                          • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                          • -------- Making go Down than Up the Projectile --------
                          • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • P_AT_Time[Index_P[2]] Greater than or equal to 0.12
                            • Then - Actions
                              • Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] - P_Arc)
                              • Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
                            • Else - Actions
                              • Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] + P_Arc)
                              • Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • P_Turning_Boo[Index_P[2]] Equal to True
                        • Then - Actions
                          • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                          • -------- Making go Left then Right the Projectile --------
                          • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • P_AT_Time[Index_P[2]] Greater than or equal to 0.12
                            • Then - Actions
                              • Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] + P_Turning)
                              • Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
                              • Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
                            • Else - Actions
                              • Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] - P_Turning)
                              • Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
                              • Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
                          • Custom script: call RemoveLocation(udg_P_Moving_Point)
                        • Else - Actions
                          • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                          • -------- Making go Right than Left the Projectile --------
                          • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • P_AT_Time[Index_P[2]] Greater than or equal to 0.12
                            • Then - Actions
                              • Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] - P_Turning)
                              • Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
                              • Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
                            • Else - Actions
                              • Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] + P_Turning)
                              • Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
                              • Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
                          • Custom script: call RemoveLocation(udg_P_Moving_Point)
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • -------- Reseting everything to make go right/left, Up/Down the projectile --------
                      • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • P_AT_Time[Index_P[2]] Less than or equal to 0.00
                        • Then - Actions
                          • Set P_AT_Time[Index_P[2]] = 0.24
                          • Set P_Integer[Index_P[2]] = (P_Integer[Index_P[2]] + 1)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • P_Integer[Index_P[2]] Equal to 2
                            • Then - Actions
                              • Set P_Turning_Boo[Index_P[2]] = False
                              • Set P_Integer[Index_P[2]] = 0
                            • Else - Actions
                              • Set P_Turning_Boo[Index_P[2]] = True
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Random integer number between 1 and 2) Equal to 1
                            • Then - Actions
                              • Set P_Arc_Up_Boo[Index_P[0]] = True
                            • Else - Actions
                              • Set P_Arc_Up_Boo[Index_P[0]] = False
                        • Else - Actions
                          • Set P_AT_Time[Index_P[2]] = (P_AT_Time[Index_P[2]] - 0.03)
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • -------- Setting remaining Distance --------
                  • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
                  • Set P_Remaining_Distance[Index_P[2]] = (P_Remaining_Distance[Index_P[2]] - P_Projectile_Speed)
            • Else - Actions
This spell summoned a ball that damages enemy units anywhere (depending on the range), but in my version. when I summoned it, the ball always appears near the hero. Any way to fix this? Yes, I did insert the projectile dummy, the spell and the 3 triggers.
 
Just a hunch, but I think this part may be wrong:

  • ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
    • -------- Setting everything to make move the Projectile --------
    • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
      • Set P_Range[Index_P[2]] = (P_Range[Index_P[2]] + P_Projectile_Speed)
    • Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
Change the second action to:
  • Set P_Moving_Point = (P_Target_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
 
I tried changing all those if-blocks (there were only 2) and the same thing. Should I send you the map?
Edit: It's best this way:
Open the map, look in the Triggers Sections for the Undead Hero Spells folder. You should find the 3 triggers needed for the Green Ball. The Dreadlord has it. Test map and you should see it doesn't work. Most of the changes have reverted back, but I guarantee it doesn't work.
 

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This spell summoned a ball that damages enemy units anywhere (depending on the range), but in my version. when I summoned it, the ball always appears near the hero. Any way to fix this? Yes, I did insert the projectile dummy, the spell and the 3 triggers.

I tried it and the ball is correctly created 20 units away from the hero, in the direction of the spell.
What is the problem?
 
This spell summoned a ball that damages enemy units anywhere (depending on the range), but in my version. when I summoned it, the ball always appears near the hero. Any way to fix this? Yes, I did insert the projectile dummy, the spell and the 3 triggers.
Try creating the ball "anywhere" rather than 20 units in front of the caster towards the target?
Set P_Creating_Point = (P_Caster_Point[Index_P[0]] offset by 20.00 towards P_Angle[Index_P[0]] degrees)
20 units is an extremely small distance. A single tile is 128x128 units.
 
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