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Kamehameha easy spell

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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thanks WILL THE ALMIGHTY BTNLaser and NuclearExplosion used in this map.

Keywords:
Kame, Laser, Goku, Kamehameha, Rock, Easy,
Contents

Kamekameha! v 1.0 (Map)

Reviews
12th Dec 2015 IcemanBo: For too long time as NeedsFix. Rejected. 4th Jul 2011 Bribe: Set Kamehameha_Location = ((Position of Kamehameha_Caster) offset by 10.00 towards (Facing of Kamehameha_Caster) degrees) - Leaks (Position of...

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Moderator

12th Dec 2015
IcemanBo: For too long time as NeedsFix. Rejected.

4th Jul 2011
Bribe:

Set Kamehameha_Location = ((Position of Kamehameha_Caster) offset by 10.00 towards (Facing of Kamehameha_Caster) degrees)

- Leaks (Position of Kamehameha_Caster)

Unit - Create 1 Dummy for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (50.00 75.00)) facing Default building facing degrees

- Leaks ((Position of (Triggering unit))

Unit - Create 1 Dummy for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (50.00 150.00)) facing Default building facing degrees

- Leaks ((Position of (Triggering unit))
 
Level 13
Joined
Jun 9, 2009
Messages
1,129
ok you use imports... Don't use that colors ugh...
Don't use First spell as excuse if something is wrong. Post triggers in description.
Welcome to hive :)
And the last, try to get unique idea... pls look at spell section before you post a spell... i saw 1000 kamehameha spells, they are popular just like pudge meat hook...
Would test it later
 
Hey, welcome to the hive mate.
Spells seems alright but im abit confused of why why you have two seperate triggers?
  • Kamekameha Efect
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Kamehameha
    • Actions
      • Unit - Create 1 Dummy (Effect 1) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (50.00, 75.00)) facing Default building facing degrees
      • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
  • Kamekameha Efect 2
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Kamehameha
    • Actions
      • Unit - Create 1 Dummy (Effect 4) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (50.00, 150.00)) facing Default building facing degrees
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
But then you have the main trigger :
  • Kamekameha
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Kamehameha
    • Actions
      • Set Kamehameha_Caster = (Triggering unit)
      • Set Kamehameha_Ability_Level = (Level of (Ability being cast) for Kamehameha_Caster)
      • Set Kamehameha_Distance = 40.00
      • Set Kamehameha_Number = 50
      • Set Kamehameha_Base_Damage = 10.00
      • Set Kamehameha_Damage_Total = (Kamehameha_Base_Damage x (Real(Kamehameha_Ability_Level)))
      • Set Kamehameha_AoE = 200.00
      • Set Kamehameha_Location = ((Position of Kamehameha_Caster) offset by 10.00 towards (Facing of Kamehameha_Caster) degrees)
      • Unit - Create 1 Dummy (Effect 2) for (Owner of Kamehameha_Caster) at Kamehameha_Location facing (Facing of Kamehameha_Caster) degrees
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • For each (Integer A) from 1 to Kamehameha_Number, do (Actions)
        • Loop - Actions
          • Set Kamehameha_Location2 = (Kamehameha_Location offset by (Kamehameha_Distance x (Real((Integer A)))) towards (Facing of Kamehameha_Caster) degrees)
          • Unit - Create 1 Dummy (Effect 3) for (Owner of Kamehameha_Caster) at Kamehameha_Location2 facing (Facing of Kamehameha_Caster) degrees
          • Animation - Change (Last created unit) flying height to 100.00 at 0.00
          • Unit - Turn collision for (Last created unit) Off
          • Unit - Add a (0.85 - (0.01 x (Real((Integer A))))) second Generic expiration timer to (Last created unit)
          • Set Kamehameha_Damage_Group = (Units within Kamehameha_AoE of Kamehameha_Location2 matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of Kamehameha_Caster)) Equal to True))))
          • Unit Group - Pick every unit in Kamehameha_Damage_Group and do (Actions)
            • Loop - Actions
              • Unit - Cause Kamehameha_Caster to damage (Picked unit), dealing Kamehameha_Damage_Total damage of attack type Spells and damage type Unknown
          • Custom script: call DestroyGroup(udg_Kamehameha_Damage_Group)
          • Custom script: call RemoveLocation(udg_Kamehameha_Location2)
      • Custom script: call RemoveLocation(udg_Kamehameha_Location)
 

ONOZ! ;D

@rock.the.night:

1- Don't use Integer A, use Integer Variable
2-
  • ((Position of Kamehameha_Caster) offset by 10.00 towards (Facing of Kamehameha_Caster) degrees)
---- That leaks.
You should set it to the position of the caster, then use another location for the offset.
3- Create a new unit variable and set it to (Last Created Unit). Then, in the loop, after you create the unit, use that variable instead :)
4-
  • Set Kamehameha_Damage_Group = (Units within Kamehameha_AoE of Kamehameha_Location2 matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of Kamehameha_Caster)) Equal to True))))
    • Unit Group - Pick every unit in Kamehameha_Damage_Group and do (Actions)
    • Loop - Actions
    • Unit - Cause Kamehameha_Caster to damage (Picked unit), dealing Kamehameha_Damage_Total damage of attack type Spells and damage type Unknown
    • Custom script: call DestroyGroup(udg_Kamehameha_Damage_Group)
Instead of setting the group into a variable then using and destroying it, you could pick the group directly (without the variable), but above the "Pick every units ...", add this custom script:
  • Custom script: set bj_wantDestroyGroup = true
 
Level 2
Joined
Apr 1, 2012
Messages
8
ok you use imports... Don't use that colors ugh...
Don't use First spell as excuse if something is wrong. Post triggers in description.
Welcome to hive :)
And the last, try to get unique idea... pls look at spell section before you post a spell... i saw 1000 kamehameha spells, they are popular just like pudge meat hook...
Would test it later

Funny shit, cuz when i search for it I only get 4 results and they all have some smartass bitching about it.
 
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