• 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.

[Trigger] No +REP as I only have 1 - Skills got problem

Status
Not open for further replies.
Level 4
Joined
Sep 12, 2008
Messages
111
Sorry....I can really give you the REP if you want to =) Just help me to solve those stupid problems.........
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Flame Strike
  • Actions
    • Set Target_Ability = (Target point of ability being cast)
    • Set Special_Inter = (Special_Inter + 1)
    • Set Picked_Point = (Position of (Picked unit))
    • Set Unit_Group = (Units within 250.00 of Target_Ability matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A ground unit) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True))))
    • Unit Group - Pick every unit in Unit_Group and do (Actions)
      • Loop - Actions
        • Special Effect - Create a special effect at Picked_Point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
        • Set Special_Effect[Special_Inter] = (Last created special effect)
        • Unit - Cause (Casting unit) to damage circular area after 0.00 seconds of radius 250.00 at Target_Ability, dealing 0.00 damage of attack type Hero and damage type Normal
        • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00)
    • Custom script: call DestroyGroup (udg_Unit_Group)
    • Custom script: call RemoveLocation (udg_Target_Ability)
    • Custom script: call RemoveLocation (udg_Picked_Point)
It doesn't have the Special Effect on the Picked_Point...???

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Replenish
  • Actions
    • Set Position_Caster = (Position of (Casting unit))
    • Set Picked_Point = (Position of (Picked unit))
    • Set Target_Ability = (Target point of ability being cast)
    • Set Special_Inter = (Special_Inter + 1)
    • Set Position_Caster_Dmg = (Region centered at Position_Caster with size (500.00, 500.00))
    • Set Replenish = (Units in Position_Caster_Dmg matching ((Booleans_Ally Equal to True) and (Booleans_Alive Equal to True)))
    • Unit Group - Pick every unit in Replenish and do (Actions)
      • Loop - Actions
        • Special Effect - Create a special effect at Picked_Point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
        • Set Special_Effect[Special_Inter] = (Last created special effect)
        • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 200.00)
    • Custom script: call DestroyGroup (udg_Replenish)
    • Custom script: call RemoveLocation (udg_Position_Caster)
    • Custom script: call RemoveRect (udg_Position_Caster_Dmg)
    • Trigger - Run Spell Effect Buffer <gen> (ignoring conditions)
It does not have Special Effect and it doesn't heal......

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Corpse Explosion
  • Actions
    • Set Position_Caster = (Position of (Casting unit))
    • Set Picked_Point = (Position of (Picked unit))
    • Set Target_Ability = (Target point of ability being cast)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Interger_Copy_1 Equal to 50
      • Then - Actions
        • Set Interger_Copy_1 = 0
      • Else - Actions
    • Set Interger_Copy_1 = (Interger_Copy_1 + 1)
    • Set Unit_Group = (Units within 500.00 of Position_Caster matching (((Matching unit) is dead) Equal to True))
    • Unit Group - Pick every unit in Unit_Group and do (Actions)
      • Loop - Actions
        • Unit - Create 1 Kaboom for (Owner of (Casting unit)) at Picked_Point facing Default building facing degrees
        • Unit - Remove (Picked unit) from the game
    • Set Unit_Type = Kaboom
    • Custom script: call DestroyGroup (udg_Unit_Group)
    • Set Unit_Group = (Units of type Unit_Type)
    • Unit Group - Pick every unit in Unit_Group and do (Actions)
      • Loop - Actions
        • Unit Group - Add (Picked unit) to dUMMY_Group[Interger_Copy_1]
        • Unit - Add a 1.00 second Animate Dead expiration timer to (Picked unit)
        • Custom script: call DestroyGroup (udg_Unit_Group)
    • Custom script: call DestroyGroup (udg_Unit_Group)
    • Set Unit_Group = (Units within 250.00 of Picked_Point matching ((Booleans_Enemy Equal to True) and ((Booleans_Alive Equal to True) and (((Matching unit) is A flying unit) Equal to False))))
    • Unit Group - Pick every unit in Unit_Group and do (Actions)
      • Loop - Actions
        • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 250.00)
    • Custom script: call DestroyGroup (udg_Unit_Group)
    • Custom script: call RemoveLocation (udg_Picked_Point)
It only removes the corpse but the "KABOOM" does not appear / create......

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Monsoon
  • Actions
    • Set Target_Ability = (Target point of ability being cast)
    • Set Picked_Destructibles = (Position of (Picked destructible))
    • Unit - Create 1 Lighting bolt BIG for (Owner of (Casting unit)) at Target_Ability facing Default building facing degrees
    • Unit - Add a 0.30 second Animate Dead expiration timer to (Last created unit)
    • Wait 0.30 seconds
    • Set Target_Ability = (Target point of ability being cast)
    • Set Unit_Type = Lighting bolt Small
    • Destructible - Pick every destructible within 300.00 of Target_Ability and do (Actions)
      • Loop - Actions
        • Unit - Create 1 Lighting bolt Small for (Owner of (Casting unit)) at Picked_Destructibles facing Default building facing degrees
        • Unit - Add a 0.30 second Animate Dead expiration timer to (Picked unit)
        • Destructible - Kill (Picked destructible)
    • Custom script: call RemoveLocation (udg_Target_Ability)
It will kill trees and create a Lighting Bolt Big but it won't create even a Lighting Bolt small......

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Summon Trees
  • Actions
    • Set Target_Ability = (Target point of ability being cast)
    • Set Position_Caster_Dmg = (Region centered at Target_Ability with size (300.00, 300.00))
    • Destructible - Create a Summer Tree Wall at (Random point in Position_Caster_Dmg) facing (Random angle) with scale 1.00 and variation 0
    • Destructible - Create a Summer Tree Wall at (Random point in Position_Caster_Dmg) facing (Random angle) with scale 1.00 and variation 0
    • Destructible - Create a Summer Tree Wall at (Random point in Position_Caster_Dmg) facing (Random angle) with scale 1.00 and variation 0
    • Destructible - Create a Summer Tree Wall at (Random point in Position_Caster_Dmg) facing (Random angle) with scale 1.00 and variation 0
    • Destructible - Create a Summer Tree Wall at (Random point in Position_Caster_Dmg) facing (Random angle) with scale 1.00 and variation 0
    • Destructible - Create a Summer Tree Wall at (Random point in Position_Caster_Dmg) facing (Random angle) with scale 1.00 and variation 0
    • Custom script: call RemoveLocation (udg_Target_Ability)
    • Custom script: call RemoveLocation (udg_Target_Ability)
    • Custom script: call RemoveRect (udg_Position_Caster_Dmg)
How do I make it spawn in order like an AOE Effect ???

If you wish to help me,thank you!!=)!!
I will make a avatar [WORD ANIMATION] for you if you wish to!!=)
 
Level 5
Joined
Jan 4, 2007
Messages
103
For the first spell, Flame Strike, you've put the create Special Effect in the Pick Every Unit it ect. Put it below the Set Unit_Group=(ect) and should work:) For the second, either put it also below the Set Replanish=(ect) if you want it on a point, or if you want it on a unit, leave it where it is but put Create Special Effect on Unit not Point. As for the Not Healing, try to put the same conditions in the Set Replanish as I gave you in you last thread.:) For the third, there is no Picked_Point=Position of Picked Unit :) You first have to pick a Unit and then Set the Variable. Put in just before the Create 1 Kaboom at ect...
Hope it helps:)
 
somehow I dont like the name of this thread... no one forces you to give +rep so you shouldn't really put

No +REP as I only have 1 - Skills got problem

and also that can be seen somehow bad by other people... it kinda says like +rep is not for those who only help with 1 problem...

if you dont like to give +rep then don't, no one forces you to do so... ^^

giving rep is a matter of preference, some people give it only to those who helped a lot, some give it even if you just posted a simple comment, etc...
 
  • Flame Strike
    • Events
    • Conditions
    • Actions
      • Set TempPoint = (Target point of ability being cast)
      • Set TempGroup = (Units within 250.00 of TempPoint matching (((((Matching unit) is alive) Equal to True) and (((Matching unit) is A ground unit) Equal to True)) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Set TempPoint = (Position of (Picked unit))
          • Special Effect - Create a special effect at TempPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 200.00 damage of attack type Hero and damage type Normal
          • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyGroup(udg_TempGroup)
It works. You are setting the points wrong, like The DooM said. This applies to all the other triggers with Special Effect problems.
 
Status
Not open for further replies.
Top