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[Trigger] Need Help with triger (newbie)

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Level 2
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Oct 18, 2013
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I have created a triger ..

- Picture inserted -

I just wanna picked unit in unit Group (pict 3) do not deals multiple damage or multiple cast ablities by dummy.
any body can help ??

-sorry for my bad english .. i just a newbie here :goblin_cry:
- please help :goblin_wtf:
 

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Level 22
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Sep 24, 2005
Messages
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Try copying the triggers using the right click menu item "Copy as Text", then post it here. Use a trigger tag:
Code:
[plain]
[trigger]<paste the copied text here>[/trigger]
[/plain]

That way, we could help you better.
 
Level 2
Joined
Oct 18, 2013
Messages
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  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set NaturalBeam_hastable = (Last created hashtable)
  • Natural Beam
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Natural Beam
    • Actions
      • Set NaturalBeam_unit[1] = (Triggering unit)
      • Set NaturalBeam_point[1] = (Position of NaturalBeam_unit[1])
      • Set NaturalBeam_point[2] = (Target point of ability being cast)
      • -------- --- --------
      • Set NaturalBeam_real[1] = 700.00
      • Set NaturalBeam_real[2] = (Angle from NaturalBeam_point[1] to NaturalBeam_point[2])
      • -------- --- --------
      • Set NaturalBeam_int = (Level of Natural Beam for NaturalBeam_unit[1])
      • -------- --- --------
      • Unit - Create 1 Natural Beam (dummy) for (Owner of NaturalBeam_unit[1]) at NaturalBeam_point[1] facing (Angle from NaturalBeam_point[1] to NaturalBeam_point[2]) degrees
      • Set NaturalBeam_unit[2] = (Last created unit)
      • -------- --- --------
      • Hashtable - Save Handle OfNaturalBeam_unit[2] as 0 of (Key (Last created unit)) in NaturalBeam_hastable
      • Hashtable - Save NaturalBeam_real[1] as 1 of (Key (Last created unit)) in NaturalBeam_hastable
      • Hashtable - Save NaturalBeam_real[2] as 2 of (Key (Last created unit)) in NaturalBeam_hastable
      • Hashtable - Save NaturalBeam_int as 3 of (Key (Last created unit)) in NaturalBeam_hastable
      • -------- --- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (NaturalBeam_group[1] is empty) Equal to True
        • Then - Actions
          • Trigger - Turn on Natural Beam Loop <gen>
        • Else - Actions
      • Unit Group - Add NaturalBeam_unit[2] to NaturalBeam_group[1]
      • Custom script: call RemoveLocation (udg_NaturalBeam_point[1])
      • Custom script: call RemoveLocation (udg_NaturalBeam_point[2])
  • Natural Beam Loop
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in NaturalBeam_group[1] and do (Actions)
        • Loop - Actions
          • Set NaturalBeam_unit[2] = (Load 0 of (Key (Picked unit)) in NaturalBeam_hastable)
          • -------- --- --------
          • Set NaturalBeam_real[1] = (Load 1 of (Key (Picked unit)) from NaturalBeam_hastable)
          • Set NaturalBeam_real[1] = (NaturalBeam_real[1] - 8.00)
          • Hashtable - Save NaturalBeam_real[1] as 1 of (Key (Picked unit)) in NaturalBeam_hastable
          • -------- --- --------
          • Set NaturalBeam_real[2] = (Load 2 of (Key (Picked unit)) from NaturalBeam_hastable)
          • -------- --- --------
          • Set NaturalBeam_int = (Load 3 of (Key (Picked unit)) from NaturalBeam_hastable)
          • -------- --- --------
          • Set NaturalBeam_point[1] = (Position of NaturalBeam_unit[2])
          • Set NaturalBeam_point[2] = (NaturalBeam_point[1] offset by 8.00 towards NaturalBeam_real[2] degrees)
          • -------- --- --------
          • Set NaturalBeam_group[2] = (Units within 150.00 of NaturalBeam_point[2] matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and ((((Matching unit) is dead) Not equal to True) and ((((Owner of (Matching unit)) is an e
          • -------- --- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • NaturalBeam_real[1] Greater than or equal to 8.00
            • Then - Actions
              • Unit - Move NaturalBeam_unit[2] instantly to NaturalBeam_point[2]
              • Unit Group - Pick every unit in NaturalBeam_group[2] and do (Actions)
                • Loop - Actions
                  • Unit - Create 1 Footman (dummy) for (Owner of NaturalBeam_unit[2]) at NaturalBeam_point[1] facing Default building facing degrees
                  • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                  • Unit - Add Storm Bolt to (Last created unit)
                  • Unit - Set level of Storm Bolt for (Last created unit) to NaturalBeam_int
                  • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
                  • -------- --- --------
                  • Unit Group - Add (Picked unit) to NaturalBeam_group[3]
            • Else - Actions
              • Unit - Kill NaturalBeam_unit[2]
              • Unit Group - Remove NaturalBeam_unit[2] from NaturalBeam_group[1]
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in NaturalBeam_hastable
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (NaturalBeam_group[1] is empty) Equal to True
            • Then - Actions
              • Trigger - Turn off Natural Beam Loop <gen>
            • Else - Actions
          • Custom script: call DestroyGroup (udg_NaturalBeam_group[2])
          • Custom script: call RemoveLocation (udg_NaturalBeam_point[1])
          • Custom script: call RemoveLocation (udg_NaturalBeam_point[2])
yea striker .. i mean i want the dummy cast abilities or cast a spell once to Picked unit ..

sorry this first time i post a thread ..
thanx for helping before
 
Level 2
Joined
Oct 18, 2013
Messages
13
yea .. in my case i add picked unit in group[index2] to unit group[index3]
and i try to change a variable unitgroup

before:
add picked unit in NatureBeam_group[2] to NatureBeam_group[3]

now:
add picked unit in NatureBeam_group[2] to NatureBeam_group_undamage

and its work as well ..
thanks for help before

- indonesia merdeka aja bang !!
- hahahahah
 
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