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Making a unit use several spells

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Level 6
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Jun 8, 2008
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256
Hi Hive.

I'm working on my map still, and I've encountered even more problems, two to be exact.

First problem: SOLVED
I asked earlier how to make a Doom spell that ticked 10% of the units HP every second. Someone explained it to me, but I still can't make it work.

Second problem:
A boss unit that is supposed to use several spells (three different ones) only uses two of them.
The spells are: Curse(dummy spell), Doom(the one I'm having problems with, based on Parasite) and Death Pact.

Doom is the one that the boss refuses to cast, even if I've triggered it to use it every X seconds, which I've also done with the other 2 spells.
 
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Level 6
Joined
Jun 8, 2008
Messages
256
No, the boss casts it, I figured there shouldn't be a problem with that, and he uses the other two spells, why not Doom?
The Doom spell is based upon Parasite by the way.
 
Level 3
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Oct 20, 2007
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For some reason (I have no idea why) if I set a trigger to run off the effect of an auto-cast, it does nothing. but if I set a trigger to create a dummy and cast a spell after the effect of an auto-cast, it works.
 
Level 6
Joined
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Odd. Anyways, I still need to fix the casting. Right now the boss is casting the Curse-spell on everyone, and Doom on no-one. Haven't tried with Doom-spell being the actual Doom spell and not Parasite though, I'll test it after I put in your triggers.

Also, I'll probably have to use another spell then Curse for the dummy spell.
 
Level 6
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256
  • Doom
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Order Jyv the Life-siphoner 0006 <gen> to Neutral Pit Lord - Doom (Random unit from (Units in 1area <gen>))
I got 3 of those.
That probably leaks by the way :p

1area is a region, where the boss is.
The trigger is turned on when some unit enters a region near the boss.
 
Level 6
Joined
Jun 8, 2008
Messages
256
Gah, I'm about to give up on this. It's just silly how complicated it turned out to be, and on top of that, the caster is now spamming Doom, and it for some reason lasts forever, but does no damage.

EDIT: Figured out the spamming, and it now only lasts 8 seconds, but still no damage.

Here's the triggers though:
Variables:
DoomTarget is the target
DoomTargetPlace is the position of the target
DoomDummy is the dummy unit
  • DoomDamage
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Doom
    • Actions
      • Set DoomTarget = (Target unit of ability being cast)
      • Set DoomTargetPlace = (Position of (Target unit of ability being cast))
      • Unit - Create 1 Dummy for Player 12 (Brown) at DoomTargetPlace facing Default building facing degrees
      • Set DoomDummy = (Last created unit)
      • Wait 8.10 seconds
      • Trigger - Turn off DoomDamage2 <gen>
      • Unit - Remove DoomDummy from the game
      • Set DoomDummy = No unit
      • Set DoomTarget = No unit
  • DoomDamage2
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (DoomTarget is alive) Equal to True
        • Then - Actions
          • Unit - Cause DoomDummy to damage DoomTarget, dealing (0.10 x (Max life of DoomTarget)) damage of attack type Spells and damage type Death
        • Else - Actions
          • Unit - Remove DoomDummy from the game
          • Set DoomTarget = No unit
          • Set DoomDummy = No unit
          • Set DoomTargetPlace = (Center of No region)
 
Level 3
Joined
Oct 20, 2007
Messages
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Would help massively if you made the first trigger turn on the damage period. At the moment it only turns it off. Insert a "turn on doomdamage2" in front of the wait.
 
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