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Help to set up a trigger for an ability

Luu

Luu

Level 6
Joined
Feb 11, 2021
Messages
45
303225-98c5fe07ba91224f036e09f6d6912d90.gif

These models and animations were made by @ILH

I would like to reproduce this animation as an ability. From the Caster Animation with multiple missiles launching from the storage point to the bombs falling and dealing damage at the moment they explode.

If possible, adjust the ability to have an area-targeting mechanic, like Blizzard or Rain of Fire.

I would be grateful and consider it a Christmas gift for anyone who can create the trigger for me. :thumbs_up:
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,875
Merry Christmas!

No idea if this is what you had in mind but it seems to work fine.

The map is attached in my last post.

Edit 2: Attached a third map, fixed a bug where I was referencing _Index instead of _Loop. Thanks ILH.
Edit 3: Attached a 4th map. I forgot to clean up a memory leak :O


Notes:
- I didn't bother replicating the transparent fade in effect on the falling presents because that would've been a pain to do in GUI, but I think it's fine without it. Maybe the author can incorporate that into the actual model animation.

- The "CONFIGURE ABILITY FIELDS" section in the Start Cast trigger is where you can really customize the settings. Keep in mind that you can break it if you choose weird values. Try to stick with whole numbers when possible and remember that the Loop trigger runs on a 0.02 second periodic interval. Also, the Follow Through Time on the actual ability is meant to match the value used in the SAir_Duration variable (1.00 by default).

- It wouldn't be difficult to remove the channeling aspect from the ability. Delete the Stop Cast trigger, set the Follow Through Time on the Channel ability to 0.00, and adjust the Start Cast trigger to use A Unit Starts The Effect Of An Ability event instead of the channeling one.
 
Last edited:

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,875
It's the gift that keeps on giving, I forgot to clean up a memory leak!
  • -------- Deal aoe damage: --------
  • Custom script: set bj_wantDestroyGroup = true <------ NEW
  • Unit Group - Pick every unit in (Units within SAir_Rocket_Explosion_AOE[0] of SAir_Point[0].) and do (Actions)
    • Loop - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Picked unit) is alive) Equal to True
          • ((Picked unit) belongs to an enemy of (Owner of SAir_Caster[0]).) Equal to True
        • Then - Actions
          • Unit - Cause SAir_Caster[0] to damage (Picked unit), dealing SAir_Damage[0] damage of attack type Spells and damage type Normal
        • Else - Actions
 

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  • Santa Airstrike 4.w3m
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