• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

[Spell] My Spell doesn't work...

Status
Not open for further replies.
Level 4
Joined
Aug 15, 2010
Messages
53
  • Magical Axes
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Magical Axes
    • Actions
      • Set HammerAcisi = 0.00
      • Set HammerHedef[1] = (Position of (Target unit of ability being cast))
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set HammerHedef[2] = (HammerHedef[1] offset by 300.00 towards HammerAcisi degrees)
          • Unit - Create 1 Dummy (Magical Axes) for (Owner of (Triggering unit)) at HammerHedef[2] facing Default building facing degrees
          • Unit - Add a 0.80 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Target unit of ability being cast)
          • Unit - Set level of Magical Axe (Dummy) for (Last created unit) to (Level of Magical Axes for (Triggering unit))
          • Set HammerAcisi = (HammerAcisi + 36.00)
          • Wait 0.10 seconds
      • Custom script: call RemoveLocation (udg_HammerHedef[1])

The System doesn't work. How can I correct it?
I tried this triggers but... I need some help, please. :vw_sad:

I want to form 10 dummy in round shape and make it use storm bolt each of them.
 
Last edited:
Next time when you upload triggers, use [ TRIGGER ] [/ TRIGGER] tags. (without the spaces in it ;)

Your trigger is this:
  • Magical Axes
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Magical Axes
    • Actions
      • Set HammerAcisi = 0.00
      • Set HammerHedef[1] = (Position of (Target unit of ability being cast))
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set HammerHedef[2] = (HammerHedef[1] offset by 300.00 towards HammerAcisi degrees)
          • Unit - Create 1 Dummy (Magical Axes) for (Owner of (Triggering unit)) at HammerHedef[2] facing Default building facing degrees
          • Unit - Add a 0.80 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Target unit of ability being cast)
          • Unit - Set level of Magical Axe (Dummy) for (Last created unit) to (Level of Magical Axes for (Triggering unit))
          • Set HammerAcisi = (HammerAcisi + 36.00)
          • Wait 0.10 seconds
      • Custom script: call RemoveLocation (udg_HammerHedef[1])
About the problem... can you explain what happens wrong or what doesnt happen?
 
sorry, my fault. Problem;
All dummies are creating but only first dummy use to storm bolt ability.
And using to "Magical Axes", first run, creating 8 or 2 dummy around the enemy.

Magical Axes = Channel (Unit Target, Visible)
Dummy = Locust, Invulnerable, Fly, 200 Heigh, 0 movespeed
Magic Axe (Dummy) = Storm Bolt, 4 level, unit ability, 1 sec stun, Stun Buff
 
Pretty sure it is because of the wait. (Target unit of ability being cast), to be more specific.

You can try just saving it in a variable before the loop if you dont care about the spell being MUI.

Also, Owner of (Triggering unit) -> Triggering Player;
  • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Target unit of ability being cast)
  • Unit - Set level of Magical Axe (Dummy) for (Last created unit) to (Level of Magical Axes for (Triggering unit))
->
  • Unit - Set level of Magical Axe (Dummy) for (Last created unit) to (Level of Magical Axes for (Triggering unit))
  • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt <Target unit of ability being cast in a variable>
E: Oh, and put call RemoveLocation (udg_HammerHedef[2]) at the end of the loop.
 
at the start of the trigger, create this "Custom Script: local unit udg_TempUnit = GetSpellTargetUnit()"
Make a global variable of type unit and name it "TempUnit".
Use that instead of the Target unit of ability being cast.
At the end of the trigger create this: "Custom Script: set udg_TempUnit = null"
 
sry, I have a question

  • Call Spirits
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Call Spirits
    • Actions
      • Set CallSpiritAngle = 0.00
      • Set CallSpiritTargetPoint[1] = (Position of (Target unit of ability being cast))
      • Set CallSpiritTarget = (Target unit of ability being cast)
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set CallSpiritTargetPoint[2] = (CallSpiritTargetPoint[1] offset by 300.00 towards CallSpiritAngle degrees)
          • Unit - Create 1 Dummy (Call Spirits) for (Owner of (Triggering unit)) at CallSpiritTargetPoint[2] facing Default building facing degrees
          • Set CallCaster = (Last created unit)
          • Unit - Add a 0.50 second Generic expiration timer to CallCaster
          • Unit - Set level of Call Spirits (Dummy) for CallCaster to (Level of Call Spirits for (Triggering unit))
          • Unit - Order CallCaster to Human Mountain King - Storm Bolt CallSpiritTarget
          • Set CallSpiritAngle = (CallSpiritAngle + 36.00)
          • Custom script: call RemoveLocation (udg_CallSpiritTargetPoint[2])
          • Wait 0.01 seconds
      • Set CallCaster = No unit
      • Custom script: call RemoveLocation (udg_CallSpiritTargetPoint[1])
oke, I use this trigger and realy work but I used to Call Spirits and when I moved my hero, only creating 3 - 8 dummy... What can I do?
 
Status
Not open for further replies.
Back
Top