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Help in map making

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Aug 27, 2010
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Hey guys here is a map i made(partial) i need some debugging help....
m new to map making...this is my very 1st attempt!!! so pls bear with me if the questions r too noobish....

in it there is an ability i made...ice shower...showers metors of ice on random units....
it works only for 1st player it....not for the 2nd player....eventhough i hv use "owner of (triggering unit)"...check it in the map n help....also there is lag in it..i dunno whr leaks r....
at bottom of map u hv IceElementalMage to try the ability urself....

also there is an equipment system i made comment on it......use item to equip n unequip....

also there is that black thing around centre of map...its frm da original map...how to remove it???

NOTE:wc3 version:1.24b
custom models frm hiveworkshop...
this is not an upload...attachment only 4 u to help me.....
 

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  • Addy's Duel.w3x
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Level 37
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Using wait screws it, the integer A won't be what it's supposed to be if another unit casts it at the same time.

You could do it like this. But there won't be a delay between dummy casts. You need to use another, periodic trigger for that.
  • IceShower
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to IceShower
    • Actions
      • For each (Integer A) from 1 to (4 + (2 x (Level of IceShower for (Triggering unit)))), do (Actions)
        • Loop - Actions
          • Set Castloc = (Position of (Triggering unit))
          • Custom script: set bj_wantDestroyGroup = true
          • Set Target = (Random unit from (Units within 600.00 of Castloc matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) is A structure) Equal to False)))))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Target Equal to No unit
            • Then - Actions
            • Else - Actions
              • Game - Display to (All players) the text: (Name of Target)
              • Unit - Create 1 DummyUnit for (Owner of (Triggering unit)) at Castloc facing 0.00 degrees
              • Unit - Add Ice Meteor to (Last created unit)
              • Unit - Set level of Ice Meteor for (Last created unit) to (Level of IceShower for (Triggering unit))
              • Unit - Order (Last created unit) to Neutral - Firebolt Target
              • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation(udg_Castloc)
Set the dummy's cast point and cast point to 0. If the cast point is >=0.5 and you give the unit 0.5 second expiration timer, the chances are the dummy won't have time to cast the ability before it dies.

The lag is because you've set Art - Duration of the ability to 0.01. That value tells how often the defined art for the ability is repeated. So you're creating 100 effects every second. Set the Art - Duration to be the same as follow through time.
 
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