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Invoke Flame (Leak)

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Level 11
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Jul 9, 2009
Messages
927
Whenever I cast this ability, after the target gets damaged the whole game goes to slow motion for at least 0.50 - 1.50 seconds and then goes back to its original state later. maybe there is a leak in the trigger? If so, please help

  • Invoke Start
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Invoke Flame
    • Actions
      • Set Invoke_Total_Damage = ((1.00 + (1.00 x (Real((Level of Invoke Flame for (Triggering unit)))))) x (Real(Necrocount)))
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing Invoke_Total_Damage damage of attack type Chaos and damage type Normal
      • Floating Text - Create floating text that reads (String((Integer(Invoke_Total_Damage)))) at (Position of (Target unit of ability being cast)) with Z offset 0.00, using font size 13.00, color (90.00%, 5.00%, 5.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Set the velocity of (Last created floating text) to 40.00 towards 90.00 degrees
      • Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
Thanks in Advance :)
 
Level 11
Joined
Jul 9, 2009
Messages
927
nope I am not using damage detection.
if it is the necrocount then here are the triggers for it but I cant seem to see something that is wrong with the necrocount trigger

  • NecroStart
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Flame Mastery
    • Actions
      • Unit - Add Necro Damage (+2) to (Triggering unit)
  • Start Trigger
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Killing unit)) Equal to Budoy
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Flame Mastery for (Killing unit)) Equal to 1
          • Necrocount Less than 8
        • Then - Actions
          • Special Effect - Create a special effect attached to the head of (Killing unit) using Explosion.mdx
          • Special Effect - Destroy (Last created special effect)
          • Unit - Increase level of Necro Damage (+2) for (Killing unit)
          • Set Necrocount = (Necrocount + 1)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Flame Mastery for (Killing unit)) Equal to 2
              • Necrocount Less than 15
            • Then - Actions
              • Special Effect - Create a special effect attached to the head of (Killing unit) using Explosion.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit - Increase level of Necro Damage (+2) for (Killing unit)
              • Set Necrocount = (Necrocount + 1)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Flame Mastery for (Killing unit)) Equal to 3
                  • Necrocount Less than 23
                • Then - Actions
                  • Special Effect - Create a special effect attached to the head of (Killing unit) using Explosion.mdx
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Increase level of Necro Damage (+2) for (Killing unit)
                  • Set Necrocount = (Necrocount + 1)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of Flame Mastery for (Killing unit)) Equal to 4
                      • Necrocount Less than 30
                    • Then - Actions
                      • Special Effect - Create a special effect attached to the head of (Killing unit) using Explosion.mdx
                      • Special Effect - Destroy (Last created special effect)
                      • Unit - Increase level of Necro Damage (+2) for (Killing unit)
                      • Set Necrocount = (Necrocount + 1)
                    • Else - Actions
 
Level 11
Joined
Jul 9, 2009
Messages
927
do you just wanna see what happens in game ??
and the slow motion only happens if there are 5 units around as to what I have observed.
and I am now uploading the map to the pastebin, just wait :)

EDIT :
Here you go.
go choose Budoy from the tavern, go get Flame Mastery 1st and when you get the maximum count for level 1, get the invoke flame
and try it while the spawned creep wave is complete. I tried doing it to a unit with no opponents around and it just slows around 0.1-0.2 seconds. :)
(Some of the words there are not english, sorry for that :p)
 
Level 11
Joined
Jul 9, 2009
Messages
927
oh, you needed a deprotected version of the map. Sorry, Ill upload it just wait. Ill send the pass of the zip to you :)

EDIT:
I'll just send it to you via PM :)
 
Level 3
Joined
Nov 16, 2011
Messages
54
Where is the trigger where you set the level of Flame Mastery? It's possible all 4 special effects to be created at same time and there to be triggers that run at the same time creating more effects/units. Recheck your triggers or post all triggers linked to this one. Else check all your triggers conditions because there is conflict
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
  • Floating Text - Create floating text that reads (String((Integer(Invoke_Total_Damage)))) at (Position of (Target unit of ability being cast)) with Z offset 0.00, using font size 13.00, color (90.00%, 5.00%, 5.00%), and 0.00% transparency
This leaks... And you can also try disabling your triggers 1-by-1 and getting around the disabled one to see which trigger causes the problem, then it's easier to take a closer look at it ^^
 
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