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[Trigger] Knockback spells aren't working

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Hi there!

The name is GreenHocker and I'm new to map making/editing in WC3...though I've been playing ever since the game came out. I've been updating the old X-Men Legends 4.(something), and I've hit a very thick wall that I don't know how to get past.

I've been importing some DotAish spells from all around and I'm having some trouble with the knockback stuff that I've selected. I'm sure the problem is that I am a map-making-n00b, so I bet it would be easily solved by one of you more experienced makers.

Its all in GUI. I work on a mac, so please make sure that anything done won't effect my ability to edit the map further, (again, I'm new. I don't know what makes a map un-openable).

Anyone that helps will get their name on the loading screen that I make! (incentive?)

Thanks in advance!
 
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Level 3
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Wow, thanks for getting back so fast!

See, what I think the problem is that some of these spells came from different maps and they might be confusing each other...I could be wrong though.

The characters that have knockback so far are Avalanche, Magneto, Sabertooth, and Wolverine. I haven't tested Wolvie or sabertooth yet, but I know that Seismic Empowerment and Magnetic Shield aren't working. The other two spells are bonebreaker and feral leap...but I don't know if they need fixing.

If anyone else also thinks they might know what's up, please don't be shy!
 
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Hmm... I tested a few spells (pretty fun :p) and many of the knockbacks seemed to work. Eg: wolverine's worked fine, and I think avalanche's did too. (can't remember)

I tested magneto and it didn't work, as you said.
  • Magnetic Shield
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Magnetic Shield (import)
    • Actions
      • Set MS_Trigger_unit = (Triggering unit)
      • Special Effect - Create a special effect attached to the origin of MS_Trigger_unit using Abilities\Spells\Undead\Unsummon\UnsummonTarget.mdl
      • Trigger - Turn on Magnetic Shield Force <gen>
      • Wait ((Real((Level of Static for MS_Trigger_unit))) x 5.00) game-time seconds
      • Trigger - Turn off Magnetic Shield Force <gen>
      • Special Effect - Destroy (Last created special effect)
The problem lies here:
  • Wait ((Real((Level of Static for MS_Trigger_unit))) x 5.00) game-time seconds
If the unit has not learned "Static" yet, the wait will be 0x5.00 which equals 0. So in the end, it will turn on the trigger and then immediately turn it off, so it doesn't execute. (or it might, but only once or twice) To fix this, you should have it something like this:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Level of Static for MS_Trigger_unit) Greater than 0
    • Then - Actions
      • Wait ((Real((Level of Static for MS_Trigger_unit))) x 5.00) game-time seconds
    • Else - Actions
      • Wait 5.00 game-time seconds
As for Seismic Empowerment, it might be the same thing. The wait between the turning on and turning off the trigger is low so the effect might go unnoticed. Or something along those lines. I haven't fully tested everything. :p
 
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I can't take all of the credit for the fun. Who ever it was that made X-Men Eternity and/or Legends deserve credit for much of what this has become. My grand finale for this map is going to be a good one...if I stick too it for that long.

Glad to hear that wolvie's works! I thought that a few malfunctioning triggers of the same type would mean that all triggers of the same type would be malfunctioning.

It was the 'Static' part...don't know how I missed that when I compared it to the original. Such a stupid mistake. Thank you for pointing it out! I'm fixing it right now.

One last question. How hard would it be to set up a system that also did a knockback whenever a hero gets hit with a regular critical strike?
 
I can't take all of the credit for the fun. Who ever it was that made X-Men Eternity and/or Legends deserve credit for much of what this has become. My grand finale for this map is going to be a good one...if I stick too it for that long.

Glad to hear that wolvie's works! I thought that a few malfunctioning triggers of the same type would mean that all triggers of the same type would be malfunctioning.

It was the 'Static' part...don't know how I missed that when I compared it to the original. Such a stupid mistake. Thank you for pointing it out! I'm fixing it right now.

One last question. How hard would it be to set up a system that also did a knockback whenever a hero gets hit with a regular critical strike?

If you trigger the critical strike, it should be pretty much the same as any other knockbacks, and hopefully pretty easy. :) You can try searching the site for critical strikes, it might help you trigger it.
 
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