- Joined
- Jul 5, 2010
- Messages
- 1,132
I am experienced map maker, but this is an entirely new bug for me, so please help me with this
I am currently making a map called Witchunters, and I am very close to a beta stage... however, I have a slight problem:
I made a spell which knockbacks units around you and it works fine. I made it so you can cast it at any time, and its power depends on the casting time. But after you cast it for the first time, and you didn't finish casting it, casting any other ability afterwards will result in your game ignoring commands and exiting after a few seconds...
Can anyone try to fix this please? I uploaded the map
It consists of 3 triggers:
The problem is in the second trigger, in the final part after clearing the leaks (point and group). But I am not exactly sure what is the problem :/
I am currently making a map called Witchunters, and I am very close to a beta stage... however, I have a slight problem:
I made a spell which knockbacks units around you and it works fine. I made it so you can cast it at any time, and its power depends on the casting time. But after you cast it for the first time, and you didn't finish casting it, casting any other ability afterwards will result in your game ignoring commands and exiting after a few seconds...
Can anyone try to fix this please? I uploaded the map
It consists of 3 triggers:
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Kinn Cast Start
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Events
- Unit - A unit Begins channeling an ability
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Conditions
- (Ability being cast) Equal to Rune: Kinn
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Actions
- Set Rune_Point[0] = (Position of (Triggering unit))
- Countdown Timer - Start Rune_Timer[(Custom value of (Triggering unit))] as a One-shot timer that will expire in 1.90 seconds
- Special Effect - Create a special effect attached to the left hand of (Triggering unit) using war3mapImported\KinnChannel.mdx
- Set Rune_Sfx[(Custom value of (Triggering unit))] = (Last created special effect)
- Unit - Create 1 progress_Kinn for (Owner of (Triggering unit)) at Rune_Point[0] facing Default building facing degrees
- Animation - Change (Last created unit)'s animation speed to 85.00% of its original speed
- Set Rune_Progress[(Custom value of (Triggering unit))] = (Last created unit)
- Custom script: call RemoveLocation(udg_Rune_Point[0])
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Events
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Kinn Cast End
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Events
- Unit - A unit Stops casting an ability
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Conditions
- (Ability being cast) Equal to Rune: Kinn
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Actions
- Set Rune_Point[0] = (Position of (Triggering unit))
- Set Rune_Percent[(Custom value of (Triggering unit))] = (((Remaining time for Rune_Timer[(Custom value of (Triggering unit))]) x 100.00) / 1.80)
- Set Rune_Percent[(Custom value of (Triggering unit))] = (100.00 - Rune_Percent[(Custom value of (Triggering unit))])
- Special Effect - Destroy Rune_Sfx[(Custom value of (Triggering unit))]
- Special Effect - Create a special effect attached to the left hand of (Triggering unit) using Abilities\Weapons\PriestMissile\PriestMissile.mdl
- Set Rune_Sfx[(Custom value of (Triggering unit))] = (Last created special effect)
- Special Effect - Destroy Rune_Sfx[(Custom value of (Triggering unit))]
- Animation - Change Rune_Progress[(Custom value of (Triggering unit))]'s animation speed to 0.00% of its original speed
- Unit - Add a 0.30 second Generic expiration timer to Rune_Progress[(Custom value of (Triggering unit))]
- Unit - Create 1 sfx_Kinn for (Owner of (Triggering unit)) at Rune_Point[0] facing Default building facing degrees
- Animation - Change (Last created unit)'s size to ((100.00 + (Rune_Percent[(Custom value of (Triggering unit))] x 1.40))%, 100.00%, 100.00%) of its original size
- Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
- Set RuneKinn_Range = (80.00 + (Rune_Percent[(Custom value of (Triggering unit))] x 2.40))
- Set RuneKinn_Group = (Units within RuneKinn_Range of Rune_Point[0] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is hidden) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (1.00 Equal to
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Unit Group - Pick every unit in RuneKinn_Group and do (Actions)
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Loop - Actions
- Set Damage_Type = 3
- Unit - Cause (Triggering unit) to damage (Picked unit), dealing RuneKinn_Damage[(Custom value of (Triggering unit))] damage of attack type Normal and damage type Normal
- Set Damage_Type = 0
- Set KBA_Caster = (Triggering unit)
- Set KBA_TargetUnit = (Picked unit)
- Set KBA_StartingPosition = Rune_Point[0]
- Set KBA_Level = 1
- Set KBA_Speed = 15.00
- Set KBA_DistancePerLevel = 300.00
- Set KBA_SpecialEffects[1] = Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
- Set KBA_SpecialEffects[2] = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
- Set KBA_DestroyTrees = True
- Trigger - Run Cast A Knockback <gen> (checking conditions)
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Loop - Actions
- Custom script: call RemoveLocation(udg_Rune_Point[0])
- Custom script: call DestroyGroup(udg_RuneKinn_Group)
- Set RuneKinn_IndexWrite = (RuneKinn_IndexWrite + 1)
- Set RuneKinn_Caster[RuneKinn_IndexWrite] = (Triggering unit)
- Unit - Pause (Triggering unit)
- Animation - Play (Triggering unit)'s Spell Slam First animation
- Wait 0.50 seconds
- Set RuneKinn_IndexRead = (RuneKinn_IndexRead + 1)
- Unit - Unpause RuneKinn_Caster[RuneKinn_IndexRead]
- Set RuneKinn_Caster[RuneKinn_IndexRead] = No unit
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- RuneKinn_IndexRead Equal to RuneKinn_IndexWrite
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Then - Actions
- Set RuneKinn_IndexRead = 0
- Set RuneKinn_IndexWrite = 0
- Else - Actions
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If - Conditions
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Events
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Kinn DummyDeath
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Events
- Unit - A unit Dies
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Conditions
- (Unit-type of (Dying unit)) Equal to progress_Kinn
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Actions
- Animation - Change (Dying unit)'s animation speed to 100.00% of its original speed
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Events