• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

Help with making a Unit Explode on death, cause damage to nearby units

Status
Not open for further replies.
Level 4
Joined
Jul 18, 2009
Messages
85
Hey guys, i was wondering how you make it so a monster explodes on death and causes damage to nearby units. I'm using an abomination so i want to incorporate the Abomination (special) model so when he explodes you see the exploding abomination model as opposed to the explode effects you get when used on say a footmen.

So, if anyone can instruct me on how to,
1) Make the Abomination explode on/near death, and show the effects of the exploding abomination model already in WE.
2) When the Abomination explodes have it deal damage to nearby enemies.

I would be most gracious.
 
Level 13
Joined
Mar 4, 2009
Messages
1,156
you can use kaboom! (ability from goblin) and if you want you to his icon

make ability spellbook
ability in spellbook-kaboom

pick every player and do actions - disable spellbook for picked player

don't really know about you animation but ....

create the unit and use action - explode last created unit/ kill last created unit and play last created units (your animation)

or better

create special effect using (your unit model file)
-destroy last created special effect
 
Level 4
Joined
Jul 18, 2009
Messages
85
The unit is controlled by a computer player, he only uses abilities when i toggle them. So the spell book i dont think i need, but something like
life of triggering unit < or = 100
Order unit to Kaboom.
But that doesnt use the animation.
 
Level 4
Joined
Jul 18, 2009
Messages
85
  • Events
  • Unit - Abomination 0000 <gen> Takes Damage
  • Conditions
  • (Life of Abomination 0000 <gen>) less than or equal to 100.00
  • Actions
  • Unit - Order Abomination 0000 <gen> to Neutral - Kaboom! (Damage source)
  • Unit - Replace (Triggering unit) with a Abomination (cinematic) using the old unit's relative life and mana
  • Unit - Explode (Last replaced unit)
Seems to work.
 
Level 13
Joined
Mar 4, 2009
Messages
1,156
nice,btw i think you should use event units life becomes less than 100 or maybe less than 5% if you want

or

unit dies,create abomination at position of dying unit and explode last created unit (abomination) ,remove dying unit from the game

for removing leaks

set VariableTypePoint = (somewhere)
....use your VariableTypePoint as many times you want but dont change it until this custom script is done
Custom script:call RemoveLocation(udg_NameOfYourVariableTypePoint)
 
Level 4
Joined
Jul 18, 2009
Messages
85
Wow, i feel really stupid now, if you set abominations to explode they do the same thing.... sorry for wasting your time.... i thought i tried that and he just played his normal death, i guess my original trigger had an error. Sorry thanks for help though, and thanks for telling me how to fix leaks!
 
Level 2
Joined
Jul 23, 2009
Messages
19
im sure there is a trigger about when unit dies explode unit dealing xx dmg to xx raidus using spell type of damage.
 
Level 2
Joined
Jul 23, 2009
Messages
5
works without triggers too i think...

just use the ablity of Robo Goblins Damage upon Death

if he doesnt explode just use a simple trigger that causes the unit to explode on death and the event of creating (or life below %) of the abominations
 
Status
Not open for further replies.
Top