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For each (Integer KH_Loop) from 1 to KH_Times[0], do (Actions)
Pętla - Akcje
Set TempInt = KH_I[KH_Loop]
Set Dummy_Point[0] = (Position of Dummy[TempInt])
Set Dummy_Move[0] = (Dummy_Point[0] offset by 30.00 towards Angle[0] degrees)
Set Missle_Point[0] = (Position of Dummy2[TempInt])
Jednostka - Move Dummy[TempInt] instantly to Dummy_Move[0]
Jednostka - Move Dummy2[TempInt] instantly to Dummy_Move[0]
Jednostka - Create 1 DummyCore1 for (Owner of Caster[TempInt]) at Dummy_Point[0] facing Target_Point[0]
Grupa jednostek - Add (Last created unit) to Core1G[KH_L]
Jednostka - Create 1 DummyCore2 for (Owner of Caster[TempInt]) at Dummy_Point[0] facing Target_Point[0]
Grupa jednostek - Add (Last created unit) to CoreG[KH_Skip]
Set UnitGroup[0] = (Units within 200.00 of (Position of Dummy2[TempInt]) matching ((((Matching unit) is Budynek) RĂłwna się NIE) and ((((Matching unit) is alive) RĂłwna się TAK) and ((((Matching unit) belongs to an enemy of (Owner of Caster[TempInt])) RĂłwna się TAK) and (((
Grupa jednostek - Pick every unit in UnitGroup[0] and do (Actions)
Pętla - Akcje
Jednostka - Kill Dummy2[TempInt]
Jednostka - Cause Caster[TempInt] to damage (Picked unit), dealing (200.00 x (Real((Level of Kamehameha for Caster[TempInt])))) damage of attack type Zaklęcia and damage type Normalny
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Jeśli - Warunki
(Dummy[TempInt] is dead) RĂłwna się TAK
To - Akcje
Jednostka - Remove Dummy[TempInt] from the game
Jednostka - Remove Dummy2[TempInt] from the game
Jednostka - Create 1 DummyExplosion for (Owner of Caster[TempInt]) at Missle_Point[0] facing Domyślna orientacja budynku degrees
Jednostka - Add a 1.00 second OgĂłlny expiration timer to (Last created unit)
Jednostka - Create 1 DummyExplosion1 for (Owner of Caster[TempInt]) at Missle_Point[0] facing Domyślna orientacja budynku degrees
Jednostka - Add a 1.00 second OgĂłlny expiration timer to (Last created unit)
Jednostka - Create 1 DummyExplosion3 for (Owner of Caster[TempInt]) at Missle_Point[0] facing Domyślna orientacja budynku degrees
Jednostka - Add a 1.00 second OgĂłlny expiration timer to (Last created unit)
Grupa jednostek - Pick every unit in Core1G[KH_L] and do (Jednostka - Remove (Picked unit) from the game)
Grupa jednostek - Pick every unit in CoreG[KH_Skip] and do (Jednostka - Remove (Picked unit) from the game)
Lepiej trzymaj się standardów i zamiast zmiennych array używaj non array podczas sortowania indexów.
Translation:
To be fair (everything in english):
Most variables used shouldn't be array types, just stick to standard ones
(Triggerping player)/(Triggering unit) faster than (Owner of (...))/(Casting unit)
Leak removal wans't done correctly
_Skip & _L aren't needed at all. If you are using two additional unit groups, use the instance idex for them
You can not play two animations at a time, second one must be queued (Dodaj je do kolejki)
Index 'Angle' parameter as well, it can help you hget rid of Target_Point in loop trigger
I would recommebr to use real array variable for timing duration instead of checking unit's expiration timer - it's inaccurate
Elaborate the spell idea, meaning tell us what you want to do. I'm syre trigger formula can still be improved.
Kamehameha CAST
Events
Unit - A unit Starts effect of ability
Conditions
(Ability being cast) Equal to Kamehameha
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KH_IndexSize Equal to 0
Then - Acitons
Trigger - Turn on Kamehameha Move <gen>
Else - Actions
Set KH_IndexSize = KH_IndexSize + 1
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KH_IndexSize Greater than KH_M_S
Then - Actions
Set KH_I[KH_IndexSize] = KH_IndexSize
Set KH_M_S = KH_IndexSize
Else - Actions
Set TempInt = KH_I[KH_IndexSize]
Set Caster[TempInt] = (Triggering unit)
Set Target_Point = (Target point of ability being cast)
Set Angle[TempInt] = (Facing of Caster[TempInt])
Set Start_Point = ((Position of Caster[TempInt]) offset by 150.00 towards Angle degrees)
Animation - Play Caster[TempInt]'s morph animation
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KH_IndexSize Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
Set Dummy_Point = (Position of Dummy[TempInt])
Set Dummy_Move = (Dummy_Point offset by 30.00 towards Angle[TempInt] degrees)
Set Missle_Point = (Position of Dummy2[TempInt])
Unit - Move Dummy[TempInt] instantly to Dummy_Move
Unit - Move Dummy2[TempInt] instantly to Dummy_Move
Unit - Create 1 DummyCore1 for (Owner of Caster[TempInt]) at Dummy_Point facing Angle[TempInt]
Unit Group - Add (Last created unit) to Core1G[TempInt]
Unit - Create 1 DummyCore2 for (Owner of Caster[TempInt]) at Dummy_Point facing Angle[TempInt]
Unit Group - Add (Last created unit) to CoreG[TempInt]
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 200.00 of Missle_Point matching ((((Matching unit) is Building) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Caster[TempInt])) Equal to True) and ((( and do Actions
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Picked unit) Not equal to No unit
Then - Actions
Set Duration[TempInt] = 0.00
Unit - Cause Caster[TempInt] to damage (Picked unit), dealing (200.00 x (Real((Level of Kamehameha for Caster[TempInt])))) damage of attack type Spells and damage type Normal
Got another problem, after some casts dumies arent removing any suggestions?
Polish:
Mam inny problem, po kilku czarach dummmies nie są usuwane jakieś pomysły?
Screen
Mowie, użyj real vairable jako "odmierzanie czasu".
Set Duration[TempInt] = 30.00
Za każdym razem jak wali loop, zmiejszaj tę wartość o wartość periodic dla loopa, tutaj 0.03. Kiedy Duration[] hitnie 0.00, kończ instacje, a nie jak teraz - kończysz kiedy dummy jest martwy.
Co nie jest bug free bo dummy może "zniknąć" przez jedną z Twoich poprzednich akcji.
Popatrz jeszcze raz na moje triggery, zedytowałem je.
It's common mistake. Array groups have to initialized before you can do anything with them. Only group[0] & group[1] are declared at map initialization.
Fixed spell below. You should consider replacing Units (for effect-only) with Special Effects.
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