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[Trigger] How to preload a spell?

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Level 12
Joined
Aug 12, 2008
Messages
350
The following spell lags for the first time the hero kills a unit. It only smooth after that. I'm not sure how to preload as said by so many spell makers to ensure the spell goes smooth.
Here is the trigger,
  • Strength and Honor
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • ((Triggering unit) has buff Strength and Honor ) Equal to True
          • ((Killing unit) has buff Strength and Honor ) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Killing unit) has buff Strength and Honor ) Equal to True
        • Then - Actions
          • Set tempUnit = (Killing unit)
          • Set SH_level = (Level of Strength and Honor for tempUnit)
          • Custom script: set udg_O_key = GetHandleId (udg_tempUnit)
          • Set SH_stackMax = (5 x SH_level)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Strength and Honor for tempUnit) Equal to 0
            • Then - Actions
              • Unit - Add Strength and Honor to tempUnit
            • Else - Actions
          • Set tempInteger = (Load 1 of SH_key from Hashtable)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • tempInteger Less than SH_stackMax
            • Then - Actions
              • Set SH_stack = (tempInteger + 1)
              • Unit - Set level of Strength and Honor for tempUnit to SH_stack
              • Hashtable - Save SH_stack as 1 of SH_key in Hashtable
            • Else - Actions
        • Else - Actions
          • Set tempUnit = (Triggering unit)
          • Custom script: set udg_O_key = GetHandleId (udg_tempUnit)
          • Set tempInteger = (Load 1 of SH_key from Hashtable)
          • Set SH_stack = (tempInteger / 2)
          • Unit - Set level of Strength and Honor for tempUnit to SH_stack
          • Hashtable - Save SH_stack as 1 of SH_key in Hashtable
 
Level 11
Joined
Nov 15, 2007
Messages
800
Make the trigger run on map initialization. Place 2 units with your ability on the map, cause one of them to damage the other for 500000 at map initialization. Remove both the units at 0.01 seconds.
 
Level 12
Joined
Aug 12, 2008
Messages
350
Thanks a lot, Meticulous :D +rep

EDIT: How do I remove them at 0.01 seconds? Do I need 2 triggers just for preload the spell? Is it like this:
  • Strength and Honor preload
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set tempPoint = (Center of Battle Ground <gen>)
      • Unit - Create 1 Bloodfiend for Player 5 (Yellow) at tempPoint facing Default building facing degrees
      • Set tempUnit = (Last created unit)
      • Unit - Set level of Strength and Honor for tempUnit to 1
      • Unit - Create 1 Bloodfiend for Player 5 (Yellow) at tempPoint facing Default building facing degrees
      • Unit - Cause tempUnit to damage (Last created unit), dealing 99999.00 damage of attack type Spells and damage type Normal
      • Wait 0.01 seconds
      • Unit - Remove tempUnit from the game
      • Unit - Remove (Last created unit) from the game
 
Level 11
Joined
Nov 15, 2007
Messages
800
I don't think waits do anything at map initialization.

Don't create the units at map initialization, just pre-place them somewhere on the map. Then create a second trigger that runs at .01 seconds and remove the pre-placed units. Otherwise if you end up pre-loading multiple abilities (which you probably will on any big project) you'll have to create a lot of variables.
 
Level 11
Joined
Nov 15, 2007
Messages
800
Just run any trigger that creates brief lag/delay the first time it's run at map initialization so you won't get any kind of interruptive stuttering in-game. If the trigger doesn't have a lot of if/then/elses or waits or timers you can usually just add a "run triggering ignoring conditions" action to your map initialization trigger to preload it.

I guess you can just remove any necessary units at map initialization as well, wasn't sure if it would make a difference. Also, make sure your hash table is created/set first (by putting the hash table actions at the top of the map initialization trigger) or abilities that use hash tables might not preload correctly.

  • Strength and Honor preload
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit - Add Strength and Honor to Bloodfiend 0001 <Gen>
      • Unit - Add Strength and Honor to Bloodfiend 0002 <Gen>
      • Unit - Cause Bloodfiend 0001 <Gen> to damage Bloodfiend 0002 <Gen> dealing 99999.00 damage of attack type Spells and damage type Normal
      • Unit - Remove Bloodfiend 0001 <Gen> from the game
      • Unit - Remove Bloodfiend 0002 <Gen> from the game
 
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