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))))
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
This doesn't qualify as a missile system because the init trigger defines some core values, and those values are then used for every single usage of the "system".
The proper usage would be if those values were in the trigger when the unit starts the effect of an ability
This system offers nothing more than a zip-zap movement of a missile which is rarely used anyway.
Basic things THIS "system" lacks:
-Parabola
-Arc movement
-A good implementation
-Trails
-I can't see if this system uses index recycling, if it doesn't then it really isn't efficent as it could in theory get over the maximum array value
-The model of the projectile isn't adjustable, it is HIGHLY object editor dependant instead of being string dependant only
hmm.. the index is coming back to 0 at the same place that i turn off the trigger.
Wtf? u cant change the model in the Trigger so its bad? its rly ez to go in object editor.
Why does it needs a Parabola?
what is trails?
what u mean by good Implementation?
I'll just recall it a Green Ball. and it wont be a Projectile System anymore so this doesnt need any Parabola (witch isnt needed for a Projectile system too)
The proper usage would be if those values were in the trigger when the unit starts the effect of an ability
All good systems allow you to simply define a model with a string, also they only require 1, i repeat 1 UNIT, not 1 unit per missile type.
Recycling indexes doesn't mean it resets when there are no active instances, it means when 1 projectile finishes it's part the next one will take it's index.
Changing the name doesn't do anything, we already got 9 other missile/projectile systems here on the hive....
And if you post this as a spell, then it is really a simple one
Recycling should be included, at least if you want it to be efficent
-Trail: a missile creates a trail of SFX as it moves
-Better implementation: Your system is much more restricting than other missile/projectile systems as it is much object orianteted and a user would need to have a lot of trouble to actualy make more than 1 missile movements with it.
um, i think there is bugs, when i cast multiple times the balls dont go in the correct direction where the target point is, dont know if this was mentioned above, sorry.
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