- Joined
- Jul 19, 2007
- Messages
- 973
Well once again I've got a little problem with a spell imported from a spellpack-map. Atm I think the range of the laser travels is way too long and I want it to be shorter and also I want to add some special-effects to units who gets damaged by the laser and how does the damage thing works like? There is 2 triggers which causes damage and I set them both to the same amount. To bad there was no describtion about the spell in the spellpack-map and there was just 1 level of the spell but I need to be 3 levels. Anyone help please?
Here is the triggers of the spell..
Here is the triggers of the spell..
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Star Serious Laser Beam
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Star Serious Laser
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Actions
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Set SBC_Cast = (Triggering unit)
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Set Point[8] = (Position of SBC_Cast)
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Set Cell_Angle[1] = (Facing of SBC_Cast)
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Set Point[9] = (Point[8] offset by 100.00 towards Cell_Angle[1] degrees)
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Set Point[14] = (Point[9] offset by 22.00 towards (Cell_Angle[1] + 90.00) degrees)
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Set Integer[0] = 0
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Set Integer[1] = 0
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Set Integer[2] = 0
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Unit - Pause SBC_Cast
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Animation - Play SBC_Cast's Spell Swim Channel animation
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Animation - Change SBC_Cast's animation speed to 50.00% of its original speed
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Special Effect - Create a special effect attached to the left hand of SBC_Cast using war3mapImported\WaterAurora.mdx
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Set Effect[0] = (Last created special effect)
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Wait 0.50 seconds
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Special Effect - Create a special effect attached to the left hand of SBC_Cast using war3mapImported\WaterAurora.mdx
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Set Effect[1] = (Last created special effect)
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Wait 0.50 seconds
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Special Effect - Create a special effect attached to the left hand of SBC_Cast using war3mapImported\WaterAurora.mdx
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Set Effect[2] = (Last created special effect)
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Wait 0.50 seconds
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Special Effect - Destroy Effect[0]
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Special Effect - Destroy Effect[1]
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Special Effect - Destroy Effect[2]
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Animation - Play SBC_Cast's Spell Swim Throw animation
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Animation - Change SBC_Cast's animation speed to 200.00% of its original speed
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Unit - Create 1 SBC 3 for (Owner of SBC_Cast) at Point[14] facing Cell_Angle[1] degrees
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Set Dummy[6] = (Last created unit)
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Unit - Create 1 SBC 4 for (Owner of SBC_Cast) at Point[14] facing Cell_Angle[1] degrees
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Animation - Change Dummy[8]'s animation speed to 0.00% of its original speed
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Trigger - Turn on Star Serious Laser Cannon <gen>
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Star Serious Laser Cannon
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Events
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Time - Every (0.01 / 2.00) seconds of game time
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Conditions
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Actions
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Set Integer[0] = (Integer[0] + 1)
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Set Integer[2] = (Integer[2] + 1)
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Set Point[10] = (Position of Dummy[6])
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Set Point[11] = (Point[10] offset by 20.00 towards Cell_Angle[1] degrees)
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Unit - Move Dummy[6] instantly to Point[11]
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Unit - Create 1 SBC for (Owner of SBC_Cast) at (Position of Dummy[6]) facing Cell_Angle[1] degrees
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Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
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Animation - Change (Last created unit)'s animation speed to 0.00% of its original speed
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Set Cell_Group[3] = (Units within 120.00 of Point[10] matching ((((Matching unit) is in Cell_Group[0]) Equal to False) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of SB
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Unit Group - Pick every unit in Cell_Group[3] and do (Actions)
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Loop - Actions
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Unit - Cause SBC_Cast to damage (Picked unit), dealing (15.00 x ((Real((Level of Star Serious Laser for SBC_Cast))) + 0.00)) damage of attack type Spells and damage type Magic
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Integer[0] Equal to 6
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Then - Actions
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Set Integer[0] = 0
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Set Point[10] = (Position of Dummy[6])
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Unit - Create 1 SBC 2 for (Owner of SBC_Cast) at (Position of (Last created unit)) facing Cell_Angle[1] degrees
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Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
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Unit - Create 1 holing 2 for (Owner of SBC_Cast) at (Position of (Last created unit)) facing Cell_Angle[1] degrees
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Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
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Animation - Change (Last created unit)'s animation speed to 200.00% of its original speed
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Integer[2] Equal to 100
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Then - Actions
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Set Integer[2] = 0
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Set Point[10] = (Position of Dummy[6])
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Set Cell_Group[4] = (Units within 350.00 of Point[10] matching ((((Matching unit) is in Cell_Group[0]) Equal to False) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of SB
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Unit - Kill Dummy[6]
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Unit - Remove Dummy[6] from the game
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Unit - Kill Dummy[8]
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Unit - Remove Dummy[6] from the game
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Unit Group - Pick every unit in Cell_Group[4] and do (Actions)
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Loop - Actions
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Unit - Cause SBC_Cast to damage (Picked unit), dealing (0.00 + (15.00 x (Real((Level of Star Serious Laser for SBC_Cast))))) damage of attack type Spells and damage type Magic
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Unit - Create 1 SBC ex for (Owner of SBC_Cast) at Point[10] facing (Cell_Angle[1] + 180.00) degrees
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Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
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Animation - Change (Last created unit)'s animation speed to 30.00% of its original speed
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Unit - Create 1 SBC ex 2 for (Owner of SBC_Cast) at Point[10] facing (Cell_Angle[1] + 180.00) degrees
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Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
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Animation - Change (Last created unit)'s animation speed to 100.00% of its original speed
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Unit - Remove Dummy[6] from the game
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Unit Group - Pick every unit in (Units owned by (Owner of SBC_Cast) of type SBC) and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
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Unit Group - Pick every unit in (Units owned by (Owner of SBC_Cast) of type SBC 4) and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
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Unit Group - Pick every unit in (Units owned by (Owner of SBC_Cast) of type SBC 2) and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
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Animation - Change SBC_Cast's animation speed to 100.00% of its original speed
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Unit - Unpause SBC_Cast
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Custom script: call RemoveLocation(udg_Point[10])
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Custom script: call RemoveLocation(udg_Point[11])
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Trigger - Turn off (This trigger)
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Else - Actions
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