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[Trigger] Nova spell

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Level 7
Joined
Mar 8, 2009
Messages
360
Something like this:

  • Nova
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to dummy ability with no target ( like battle cry )
    • Actions
      • Unit Group - Pick every unit in (Units within 600.00 of (Position of (Triggering unit)) matching (((Triggering unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 dummy for (Owner of (Casting unit)) at (Position of (triggering unit)) facing Default building facing degrees
          • Unit - Add dot spell (a single target spell that deals damage over time(dot)) to (Last created unit)
          • Unit - Set level of dot spell for (Last created unit) to (Level of dummy abilityg for (Triggering unit))
          • Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Picked Unit)
-It has much leaks but since you seem a newb, you can ignore that until you can make your spell work
-My dummy units have negative regen so they get removed
 
Level 16
Joined
Jul 21, 2008
Messages
1,121
Or you can make it like this:
This trigger adds circular special effect.
  • Nova
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to <Your Ability>
    • Actions
      • Set TempPoint1 = (Position of (Triggering unit))
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Unit - Create 1 <ModelDummy> for (Owner of (Triggering unit)) at TempPoint1 facing Default building facing degrees
          • Unit - Add a <DummyDuration> second Generic expiration timer to (Last created unit)
          • Set TempPoint2 = (TempPoint1 offset by <AOE> towards ((Real((Integer A))) x 36.00) degrees)
          • Unit - Order (Last created unit) to Move To TempPoint2
          • Custom script: call RemoveLocation(udg_TempPoint2)
      • -------- Damage Area --------
      • Set TempGroup = (Units within <AOE> of TempPoint1)
      • Custom script: call RemoveLocation(udg_TempPoint1)
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Owner of (Picked unit)) is an ally of (Owner of (Triggering unit))) Not equal to True
            • Then - Actions
              • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 300.00 damage of attack type Chaos and damage type Unknown
            • Else - Actions
      • Custom script: call DestroyGroup(udg_TempGroup)
 
Last edited:
Level 4
Joined
Jun 1, 2009
Messages
87
Something like this:

  • Nova
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to dummy ability with no target ( like battle cry )
    • Actions
      • Unit Group - Pick every unit in (Units within 600.00 of (Position of (Triggering unit)) matching (((Triggering unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 dummy for (Owner of (Casting unit)) at (Position of (triggering unit)) facing Default building facing degrees
          • Unit - Add dot spell (a single target spell that deals damage over time(dot)) to (Last created unit)
          • Unit - Set level of dot spell for (Last created unit) to (Level of dummy abilityg for (Triggering unit))
          • Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Picked Unit)
-It has much leaks but since you seem a newb, you can ignore that until you can make your spell work
-My dummy units have negative regen so they get removed


:slp: how is that anywhere near the concept of a nova? All ur trigger does is damage all units within a certain AoE
 
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