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[Trigger] just a trigger needing fixing a spell

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Level 6
Joined
Aug 31, 2014
Messages
137
Hey guys hope you can help me out here. Trying to make a spell with *simple gui no fancy things just simple adding ect. I have no intents on lvling the undead units as spell level highens please help if you can :) :goblin_yeah:

tryed to use a diffent spell didnt not work here is the trigger for enemys *there allmost exactly the same undead units
[trigger=My Trigger]Events
Unit - Dark Necormancer 0023 <gen> Finishes casting an ability
Conditions
(Ability being cast) Equal to Death Coil
And - All (Conditions) are true
Conditions
((Owner of (Targeted unit)) is an enemy of Player 11 (Dark Green)) Equal to True
Actions
Set point2 = (Center of Ally Fortress <gen>)
Set point = (Position of (Targeted unit))
Unit - Create 1 Giant Bone Warrior for Player 11 (Dark Green) at point facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To point2
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_point)
Custom script: call RemoveLocation (udg_point2)[/trigger]
then here is the friendly one

[trigger=My Trigger]friendly target
Events
Unit - Dark Necormancer 0023 <gen> Finishes casting an ability
Conditions
(Ability being cast) Equal to Death Coil
And - All (Conditions) are true
Conditions
((Owner of (Targeted unit)) is an ally of Player 11 (Dark Green)) Equal to True
Actions
Set point2 = (Center of Ally Fortress <gen>)
Set point = (Position of (Targeted unit))
Unit - Create 1 Forsaken Priest for Player 11 (Dark Green) at point facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To point2
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_point)
Custom script: call RemoveLocation (udg_point2)[/trigger]
 
Level 25
Joined
Sep 26, 2009
Messages
2,387
The "Conditions" block is by default "AND" block. So putting the "And - All (Conditions) are true" block there is not needed.
You can merge those two triggers together. The only thing where they are different is that in case it is ally, a Forsaken Priest is created, else a Giant Bone Warrior is created.
You can get the same by using "If, Then, Else (multiple actions" action found under general tab.

(Targeted unit) is not a response to cast events. You need to use (Target unit of ability being cast).

Lastly, the event "Unit Finishes casting an ability" does not have targeted point, nor targeted unit.
You need to use "Starts the effect of an ability" event which does have those things. If you want delay, you will need to save the unit in a variable and then load it later.
 
Level 6
Joined
Oct 31, 2014
Messages
170
Yeah just have something like:

-event: finish the effect of an ability
-conditions: ability cast = death coil
-action: if then else
-If: target is an enemy =true
-then: (your first action with the skeleton)
-else: (your second action)
 
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