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[Trigger] Need help on a combo system

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Sep 3, 2009
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Well here I am again needing some help. I'm making a combo system that when X unit successfully damages Y unit three times, there is a Z% chance X unit will either:

A. Rapid Combo Finish:

X unit will have increased attack speed for 1.50 seconds. After that Y unit will be knocked back.

B. Charge Combo Finish:

X unit will wait for 1 second then unleash a powerful blow on Y unit, knocking it back.

But the problem is I'm having trouble, when determining Y unit takes damage from X unit.

Here's the trigger:

Unit is Attacked
  • Rapid
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • Set RapidComboUnit = (Attacking unit)
      • Set RapidComboTarget = (Attacked unit)
      • Set RapidComboPoint = (Position of RapidComboTarget)
Takes Damage/Combo Finish/Loop
  • Rapid Copy
    • Events
      • Unit - No unit Takes damage
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • RapidComboTarget Equal to No unit
          • (Damage source) Equal to RapidComboUnit
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RapidComboCounter Greater than or equal to 3
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Random integer number between 1 and 100) Less than or equal to 100
                • Then - Actions
                  • Unit - Add a 1.00 second Generic expiration timer to RapidComboDummy
                  • Set RapidComboCounter = 0
                  • Unit - Create 1 Dummy Unit for (Owner of RapidComboUnit) at RapidComboPoint facing Default building facing degrees
                  • Set RapidComboDummy = (Last created unit)
                  • Unit - Add a 1.00 second Generic expiration timer to RapidComboDummy
                  • Unit - Add Bloodlust (Rapid Combo) to RapidComboDummy
                  • Unit - Order RapidComboDummy to Orc Shaman - Bloodlust RapidComboUnit
                  • Trigger - Turn off (This trigger)
                  • Trigger - Turn off Rapid <gen>
                  • Trigger - Run Rapid Copy Copy <gen> (ignoring conditions)
                • Else - Actions
                  • Set RapidComboCounter = 0
            • Else - Actions
              • Set RapidComboCounter = (RapidComboCounter + 1)
        • Else - Actions
CoolDown?
  • Rapid Copy Copy
    • Events
    • Conditions
    • Actions
      • Wait 2.00 seconds
      • Trigger - Turn on Rapid <gen>
      • Trigger - Turn on Rapid Copy <gen>
So~ can anyone help? As you can see it's not MUI(Still learning to make it MUI) and I have a locLeak but I can fix that later.
 
in the attacked function, you must add an event to the other trigger:
"RapidComboTarget takes damage"

then in the other trigger in the conditions you must use
"RapidComboTarget Equal to triggering unit"
instead of
" RapidComboTarget Equal to No unit"

the condition "(Random integer number between 1 and 100) Less than or equal to 100" is useless, because the condition will ALWAYS be true, so you can just skip it.

greetings
 
"No unit" doesn't work.

well I finally figured that out XD but thanks

in the attacked function, you must add an event to the other trigger:
"RapidComboTarget takes damage"

then in the other trigger in the conditions you must use
"RapidComboTarget Equal to triggering unit"
instead of
" RapidComboTarget Equal to No unit"

the condition "(Random integer number between 1 and 100) Less than or equal to 100" is useless, because the condition will ALWAYS be true, so you can just skip it.

greetings

Wow +rep Thanks for he help. I'm kinda new with those kinds of triggering so again thanks for your help.

P.S. the 'Random Integer', I set it ti less than or equal to 100 to test if the trigger really works. There will be actually be a 50%(could change) chance to Rapid Attack/Charge Attack.
 
P.S. the 'Random Integer', I set it ti less than or equal to 100 to test if the trigger really works. There will be actually be a 50%(could change) chance to Rapid Attack/Charge Attack.

yeah ok, already thought, that you wanted to change it anyways.
everything is working now?
 
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