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Help me how to remove the leak from this ability

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Level 8
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Jan 28, 2016
Messages
158
[Events]
[Unit]A unit starts the effect of ability.[/Units]
[/Events]

[Conditions](Ability being cast) Equal to Shockwave1
[/Conditions]

[Actions] For each (Integer A) from 1 - 6, do (Actions)
[Loop Actions]
Wait - 0.03 seconds
Unit - Create a Dummy for (Owner of (Triggering Unit)) facing Default building facing degrees
Unit - Add Shockwave1 to (Last created unit)
Unit - Order (Last created unit) to Orc Tauren Cheiftain - Shockwave (Target point of ability cast)
 
Last edited:
How to Post Triggers

Well you need to save the Locations and remove them after usage.
Secondly your Dummie casters exist after their usage.

Remove the Location Leaks.
  • Set Loc = (Position of (Triggering unit))
  • Set Loc2 = (Target point of ability being cast)
  • -------- your Actions --------
  • Custom script: call RemoveLocation(udg_Loc)
  • Custom script: call RemoveLocation(udg_Loc2)
This will kill your Dummie casters after a short delay, change the Cast Point of the dummie in Object Editor or the expiration timer to achive the desired effect.
  • Unit - Add a 0.60 second Standard expiration timer to (Last created unit)
Edit: Might be a good Idea to exclude your Dummie casters from Triggering this Trigger again. To avoid endless Shockwave-Casts, or built it around this retriggering.
 
Level 8
Joined
Jan 28, 2016
Messages
158
Untitled Trigger 003
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shackwave
Actions
Set CasLoc = (Position of (Triggering unit))
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Wait 0.03 seconds
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at CasLoc facing Default building facing degrees
Unit - Add Shackwave to (Last created unit)
Set LocOffset[(Integer A)] = (Target point of ability being cast)
Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave LocOffset[(Integer A)]
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_LocOffset[bj_forLoopAIndex])
Custom script: call RemoveLocation(udg_CasLoc)


But the shockwave is still unkillable...
 
Level 11
Joined
May 16, 2016
Messages
730
[Events]
[Unit]A unit starts the effect of ability.[/Units]
[/Events]

[Conditions](Ability being cast) Equal to Shockwave1
[/Conditions]

[Actions] For each (Integer A) from 1 - 6, do (Actions)
[Loop Actions]
Wait - 0.03 seconds
Unit - Create a Dummy for (Owner of (Triggering Unit)) facing Default building facing degrees
Unit - Add Shockwave1 to (Last created unit)
Unit - Order (Last created unit) to Orc Tauren Cheiftain - Shockwave (Target point of ability cast)
Interval of shockwaves and number of shockwaves you can set in the USE ability. This template is MUI.
 

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  • SHOCKWAVE.w3x
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Untitled Trigger 003
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shackwave
Actions
Set CasLoc = (Position of (Triggering unit))
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Wait 0.03 seconds
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at CasLoc facing Default building facing degrees
Unit - Add Shackwave to (Last created unit)
Set LocOffset[(Integer A)] = (Target point of ability being cast)
Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave LocOffset[(Integer A)]
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_LocOffset[bj_forLoopAIndex])
Custom script: call RemoveLocation(udg_CasLoc)


But the shockwave is still unkillable...
What you mean with unkillable.
If you mean that it does not stop -> Than you have to exclude your Dummie Caster Unit-Type from Triggering this again.
For example:
  • Conditions
    • (Ability being cast) Equal Shockwave
    • ((Triggering unit) is a Hero) Equal True
So only Heroes would create sub-Shockwaves.
 
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