- Joined
- May 2, 2009
- Messages
- 69
Hey everyone. Not quite sure if I'm in the right section or not, but I need to know if someone can help me with a trigger added to a custom spell.
This may take a while to read, so those of you who are impatient, be ready to get bored.
First of all, the explaination of the spell. It is a very simple idea, with a complex trigger added for effect. It is called Execution, and it's base spell is Finger of Pain. All the effects are taken out so it is a melee ranged spell that has no art or data on it. Now the point was to have the caster use a slow motion attack that when completed it automatically kills the enemy. (It is balanced, it can only be used on low leveled enemies.) Now the problem is I learned triggering without tutorials and know several, strange ways of getting things done. So I feel like I've made this harder than it needs to be. I want to have a maximum of 3 units that have the ability, and I got the spell to work, but I can't have it so they can all use it at the same time. It works fine, but it looks crappy because one or two of the spells end up killing the target before effects are done. Anyhow, here is my triggering, plz point out, if you can, my errors and tell me how to fix it.
Execution Dummy - A dummy unit for my caster
Avenger - Casting unit type
ExCaster - Variable for casting unit (Made array = 3 for 3 units.)
ExTarget - Variable for target unit (-Same as above-)
Executer - Variable for dummy unit (-Same as above-)
Now I have also given thought to the fact that it may be a problem with my trigger to set variables.

This may take a while to read, so those of you who are impatient, be ready to get bored.

First of all, the explaination of the spell. It is a very simple idea, with a complex trigger added for effect. It is called Execution, and it's base spell is Finger of Pain. All the effects are taken out so it is a melee ranged spell that has no art or data on it. Now the point was to have the caster use a slow motion attack that when completed it automatically kills the enemy. (It is balanced, it can only be used on low leveled enemies.) Now the problem is I learned triggering without tutorials and know several, strange ways of getting things done. So I feel like I've made this harder than it needs to be. I want to have a maximum of 3 units that have the ability, and I got the spell to work, but I can't have it so they can all use it at the same time. It works fine, but it looks crappy because one or two of the spells end up killing the target before effects are done. Anyhow, here is my triggering, plz point out, if you can, my errors and tell me how to fix it.
-
Execution 1
-
Events
-
Unit - A unit Begins casting an ability
-
-
Conditions
-
((Ability being cast) Equal to Execution - Orc) and ((Casting unit) Equal to Avengers[1])
-
-
Actions
-
Set ExCaster[1] = (Casting unit)
-
Set ExTarget[1] = (Target unit of ability being cast)
-
Unit - Pause ExTarget[1]
-
Unit - Make ExTarget[1] Invulnerable
-
Unit - Pause ExCaster[1]
-
Unit - Make ExCaster[1] Invulnerable
-
Special Effect - Create a special effect at (Position of ExTarget[1]) using Abilities\Spells\Items\OrbCorruption\OrbCorruptionSpecialArt.mdl
-
Wait 1.00 seconds
-
Animation - Change ExCaster[1]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
-
Unit - Create 1 Execution Dummy for (Owner of ExCaster[1]) at (Position of ExCaster[1]) facing (Facing of ExCaster[1]) degrees
-
Set Executer[1] = (Last created unit)
-
Special Effect - Create a special effect at (Position of ExCaster[1]) using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
-
Animation - Change Executer[1]'s animation speed to 20.00% of its original speed
-
Animation - Change ExTarget[1]'s animation speed to 20.00% of its original speed
-
Wait 1.00 seconds
-
Animation - Play Executer[1]'s attack animation
-
Wait 2.50 seconds
-
Unit - Remove Executer[1] from the game
-
Animation - Change ExCaster[1]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
-
Unit - Make ExCaster[1] Vulnerable
-
Unit - Pause ExCaster[1]
-
Unit - Make ExTarget[1] Vulnerable
-
Wait 1.00 seconds
-
Special Effect - Create a special effect at (Position of ExTarget[1]) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
-
Unit - Kill ExTarget[1]
-
-
Execution Dummy - A dummy unit for my caster
Avenger - Casting unit type
ExCaster - Variable for casting unit (Made array = 3 for 3 units.)
ExTarget - Variable for target unit (-Same as above-)
Executer - Variable for dummy unit (-Same as above-)
Now I have also given thought to the fact that it may be a problem with my trigger to set variables.
-
Avenger Class
-
Events
-
Unit - A unit Finishes training a unit
-
-
Conditions
-
(Unit-type of (Trained unit)) Equal to Avenger - Orc
-
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Avengers[1] Equal to No unit
-
-
Then - Actions
-
Set Avengers[1] = (Trained unit)
-
-
Else - Actions
-
Do nothing
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Avengers[1] Not equal to No unit) and (Avengers[2] Equal to No unit)
-
-
Then - Actions
-
Set Avengers[2] = (Trained unit)
-
-
Else - Actions
-
Do nothing
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Avengers[1] Not equal to No unit) and (Avengers[2] Not equal to No unit)
-
-
Then - Actions
-
Set Avengers[3] = (Trained unit)
-
-
Else - Actions
-
Do nothing
-
-
-
-
