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[Trigger] MUI does not work properly?

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Level 5
Joined
Nov 6, 2014
Messages
70
Known issues:
- The explosion dummy just bugs out because it shows up right before the tank shoot into the target point,
- The explosion dummy explodes 3 times and it really bothers me.


  • Chal Chunktank
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • (Issued order) Equal to (Order(attackground))
      • (Unit-type of (Ordered unit)) Equal to Chunker Tank XT-405
    • Actions
      • Set Chal_Tank_Integer = (Chal_Tank_Integer + 1)
      • Set Chal_Tank_Unit[Chal_Tank_Integer] = (Ordered unit)
      • Set Chal_Tank_Point[Chal_Tank_Integer] = (Target point of issued order)
      • Set Chal_Tank_Counter[Chal_Tank_Integer] = 0.00
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Chal_Tank_Integer Equal to 1
        • Then - Actions
          • Trigger - Turn on Chal Chunktank Loop <gen>
        • Else - Actions



  • Chal Chunktank Loop
    • Events
      • Time - Every 0.40 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Chal_Tank_Looper) from 1 to Chal_Tank_Integer, do (Actions)
        • Loop - Actions
          • Set Chal_Tank_Dummy[Chal_Tank_Looper] = (For (Owner of Chal_Tank_Unit[Chal_Tank_Looper]) create a unit of type Dummy (Tank Missile Explosion) at location Chal_Tank_Point[Chal_Tank_Integer] facing 0.00 degrees)
          • Unit - Cause Chal_Tank_Dummy[Chal_Tank_Looper] to damage circular area after 0.21 seconds of radius 250.00 at (Position of Chal_Tank_Dummy[Chal_Tank_Looper]), dealing 60.00 damage of attack type Chaos and damage type Demolition
          • Wait 1.50 seconds
          • Unit - Remove Chal_Tank_Dummy[Chal_Tank_Looper] from the game
          • Memory Leak - Remove Chal_Tank_Point[Chal_Tank_Looper]
          • Set Chal_Tank_Counter[Chal_Tank_Looper] = (Chal_Tank_Counter[Chal_Tank_Looper] + 0.40)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Chal_Tank_Counter[Chal_Tank_Looper] Equal to 0.40
            • Then - Actions
              • Unit - Order Chal_Tank_Unit[Chal_Tank_Looper] to Stop
              • Set Chal_Tank_Unit[Chal_Tank_Looper] = Chal_Tank_Unit[Chal_Tank_Integer]
              • Set Chal_Tank_Looper = (Chal_Tank_Looper - 1)
              • Set Chal_Tank_Integer = (Chal_Tank_Integer - 1)
              • Trigger - Turn off (This trigger)
            • Else - Actions
 
Last edited:
Level 5
Joined
Nov 6, 2014
Messages
70
Level 5
Joined
Nov 6, 2014
Messages
70

  • Chal Chunktank
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • (Issued order) Equal to (Order(attackground))
      • (Unit-type of (Ordered unit)) Equal to Chunker Tank XT-405
    • Actions
      • Set Chal_Tank_Integer = (Chal_Tank_Integer + 1)
      • Set Chal_Tank_Unit[Chal_Tank_Integer] = (Ordered unit)
      • Set Chal_Tank_Point[Chal_Tank_Integer] = (Target point of issued order)
      • Set Chal_Tank_Counter[Chal_Tank_Integer] = 0.00
      • Wait 0.50 seconds
      • For each (Integer Chal_Tank_Looper) from 1 to Chal_Tank_Integer, do (Actions)
        • Loop - Actions
          • Set Chal_Tank_Dummy[Chal_Tank_Integer] = (For (Owner of Chal_Tank_Unit[Chal_Tank_Integer]) create a unit of type Dummy (Tank Missile Explosion) at location Chal_Tank_Point[Chal_Tank_Integer] facing 0.00 degrees)
          • Unit - Cause Chal_Tank_Dummy[Chal_Tank_Integer] to damage circular area after 0.21 seconds of radius 250.00 at (Position of Chal_Tank_Dummy[Chal_Tank_Integer]), dealing 60.00 damage of attack type Chaos and damage type Demolition
          • Unit - Order Chal_Tank_Unit[Chal_Tank_Integer] to Stop
          • Wait 1.50 seconds
          • Unit - Remove Chal_Tank_Dummy[Chal_Tank_Integer] from the game
          • Memory Leak - Remove Chal_Tank_Point[Chal_Tank_Integer]
          • Set Chal_Tank_Integer = (Chal_Tank_Integer x 0)
 
Level 10
Joined
Apr 4, 2010
Messages
509
I made my version of what you are trying to make. It does not implement Turning Speed or Attack Cooldowns in the wait, so the timing of the damage is not perfect. I recommend not using attack ground.
 

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  • AttackGround.w3x
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