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[Trigger] Help with skill!!!!

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Level 7
Joined
Nov 19, 2007
Messages
253
It was working but i wanted to change something and now its not working.. please help!!!!!!!!!! this how trigger looks like:
  • Blade Storm
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Blade Storm (Blade Master)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Blade Storm (Blade Master) for BladeStormCU) Greater than or equal to 1
        • Then - Actions
          • Set BladeStormCU = (Casting unit)
          • Set BladeStormTU = (Target unit of ability being cast)
          • Set BladeStormCP = (Position of (Casting unit))
          • Wait 0.10 seconds
          • Unit - Pause BladeStormCU
          • Unit - Make BladeStormCU Invulnerable
          • Animation - Change BladeStormCU's animation speed to 300.00% of its original speed
          • Animation - Change BladeStormCU's vertex coloring to (50.00%, 50.00%, 50.00%) with 70.00% transparency
          • Special Effect - Create a special effect attached to the weapon of BladeStormCU using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
          • Set BladeStormSE = (Last created special effect)
          • Wait 0.05 seconds
          • Set BladeStormTP = ((Position of BladeStormTU) offset by 100.00 towards 0.00 degrees)
          • Unit - Move BladeStormCU instantly to BladeStormTP, facing (Position of BladeStormTU)
          • Animation - Play BladeStormCU's attack animation
          • Unit - Cause BladeStormCU to damage BladeStormTU, dealing ((Real((Agility of BladeStormCU (Include bonuses)))) x (Real((Level of Blade Storm (Blade Master) for BladeStormCU)))) damage of attack type Hero and damage type Normal
          • Wait 0.01 seconds
          • Set BladeStormTP = ((Position of BladeStormTU) offset by 100.00 towards 0.00 degrees)
          • Unit - Move BladeStormCU instantly to BladeStormTP, facing (Position of BladeStormTU)
          • Animation - Play BladeStormCU's attack animation
          • Unit - Cause BladeStormCU to damage BladeStormTU, dealing ((Real((Agility of BladeStormCU (Include bonuses)))) x (Real((Level of Blade Storm (Blade Master) for BladeStormCU)))) damage of attack type Hero and damage type Normal
          • Wait 0.01 seconds
          • Set BladeStormTP = ((Position of BladeStormTU) offset by 100.00 towards 0.00 degrees)
          • Unit - Move BladeStormCU instantly to BladeStormTP, facing (Position of BladeStormTU)
          • Animation - Play BladeStormCU's attack animation
          • Unit - Cause BladeStormCU to damage BladeStormTU, dealing ((Real((Agility of BladeStormCU (Include bonuses)))) x (Real((Level of Blade Storm (Blade Master) for BladeStormCU)))) damage of attack type Hero and damage type Normal
          • Wait 0.01 seconds
          • Set BladeStormTP = ((Position of BladeStormTU) offset by 100.00 towards 0.00 degrees)
          • Unit - Move BladeStormCU instantly to BladeStormTP, facing (Position of BladeStormTU)
          • Animation - Play BladeStormCU's attack animation
          • Unit - Cause BladeStormCU to damage BladeStormTU, dealing ((Real((Agility of BladeStormCU (Include bonuses)))) x (Real((Level of Blade Storm (Blade Master) for BladeStormCU)))) damage of attack type Hero and damage type Normal
          • Wait 0.01 seconds
          • Set BladeStormTP = ((Position of BladeStormTU) offset by 100.00 towards 0.00 degrees)
          • Unit - Move BladeStormCU instantly to BladeStormTP, facing (Position of BladeStormTU)
          • Animation - Play BladeStormCU's attack animation
          • Unit - Cause BladeStormCU to damage BladeStormTU, dealing ((Real((Agility of BladeStormCU (Include bonuses)))) x (Real((Level of Blade Storm (Blade Master) for BladeStormCU)))) damage of attack type Hero and damage type Normal
          • Wait 0.01 seconds
          • Set BladeStormTP = ((Position of BladeStormTU) offset by 100.00 towards 0.00 degrees)
          • Unit - Move BladeStormCU instantly to BladeStormTP, facing (Position of BladeStormTU)
          • Animation - Play BladeStormCU's attack animation
          • Unit - Cause BladeStormCU to damage BladeStormTU, dealing ((Real((Agility of BladeStormCU (Include bonuses)))) x (Real((Level of Blade Storm (Blade Master) for BladeStormCU)))) damage of attack type Hero and damage type Normal
          • Wait 0.01 seconds
          • Set BladeStormTP = ((Position of BladeStormTU) offset by 100.00 towards 0.00 degrees)
          • Unit - Move BladeStormCU instantly to BladeStormTP, facing (Position of BladeStormTU)
          • Animation - Play BladeStormCU's attack animation
          • Unit - Cause BladeStormCU to damage BladeStormTU, dealing ((Real((Agility of BladeStormCU (Include bonuses)))) x (Real((Level of Blade Storm (Blade Master) for BladeStormCU)))) damage of attack type Hero and damage type Normal
          • Wait 0.01 seconds
          • Set BladeStormTP = ((Position of BladeStormTU) offset by 100.00 towards 0.00 degrees)
          • Unit - Move BladeStormCU instantly to BladeStormTP, facing (Position of BladeStormTU)
          • Animation - Play BladeStormCU's attack animation
          • Unit - Cause BladeStormCU to damage BladeStormTU, dealing ((Real((Agility of BladeStormCU (Include bonuses)))) x (Real((Level of Blade Storm (Blade Master) for BladeStormCU)))) damage of attack type Hero and damage type Normal
          • Wait 0.01 seconds
          • Set BladeStormTP = ((Position of BladeStormTU) offset by 100.00 towards 0.00 degrees)
          • Unit - Move BladeStormCU instantly to BladeStormTP, facing (Position of BladeStormTU)
          • Animation - Play BladeStormCU's attack animation
          • Unit - Cause BladeStormCU to damage BladeStormTU, dealing ((Real((Agility of BladeStormCU (Include bonuses)))) x (Real((Level of Blade Storm (Blade Master) for BladeStormCU)))) damage of attack type Hero and damage type Normal
          • Wait 0.01 seconds
          • Special Effect - Destroy BladeStormSE
          • Unit - Unpause BladeStormCU
          • Unit - Make BladeStormCU Vulnerable
          • Animation - Change BladeStormCU's animation speed to 100.00% of its original speed
          • Animation - Change BladeStormCU's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
          • Unit - Move BladeStormCU instantly to (BladeStormCP offset by 0.00 towards 0.00 degrees)
        • Else - Actions
Thx !
 
Level 8
Joined
Sep 25, 2007
Messages
382
xD, too much trigger... if im not wrong , this is like a omnislash of DotA xD...

i read like 80% of the trigger , and i dun found any mistake :confused:.
 
Level 21
Joined
Aug 21, 2005
Messages
3,699
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Level of Blade Storm (Blade Master) for BladeStormCU) Greater than or equal to 1
    • Then - Actions
      • Set BladeStormCU = (Casting unit)
I didn't read further, so it's possible there are more errors, but this one probably is your biggest:

What you do is: you see if Bladestorm for BladestormCU is greater than 0 BEFORE you actually say who the hell BladestormCU actually is. Thus it'll always be a false statement.

The action
Set BladeStormCU = (Casting unit)
should be put before the if/then/else conditions.
 
Level 7
Joined
Nov 19, 2007
Messages
253
Ye it could be that casting unit must be before if/then/else :) and about dota omnislash its smt like that but it attacks just 1 unit :)

EDIT: Yep it was casting unit thx!!!
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
What was it supposed to do ?
What does it do after the change ?
Why do you move the unit 6-8 times to the same place ?
Why don't you make a loop that will decrease your trigger's length in about 80% ?


Lol Eleandor beat me ... whatever, look at my tips :p

Don't use casting unit, better to use triggering unit.

And just because I hate using variables for spells (yes, they seem to make it easier to make MUI, but its actualy the other way around), I think you should use a Roar based ability that will add the effect you want.
Use this by creating a invis/modeless dummy that will cast it at the triggering unit's location.
 
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