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Nuke missile stuck on ground instead drop from air to ground.

Level 11
Joined
Jul 22, 2015
Messages
224

I went to make the ultimate spell drop from air to ground like nuke, but somehow the missile stuck on ground. Anyone can solve this problem??
  • KissingNuke
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Kissing Dance Nuke
    • Actions
      • Set Level = (Level of (Ability being cast) for (Triggering unit))
      • Set HeroAttribute = (Agility of (Triggering unit) (Include bonuses))
      • Set HeroLevel = (Hero level of (Triggering unit))
      • Set HeroBaseDamage = (Base Damage of (Triggering unit) for weapon index 1)
      • Set HeroTrait = Physical[(Custom value of DamageEventSource)]
      • Set HeroAllinOne = ((HeroTrait + HeroLevel) + (HeroAttribute + HeroBaseDamage))
      • Set SongOfPearlBonus = (SongOfPearlDamageMultiplier[SongOfPearlLevel[(Custom value of (Triggering unit))]] x (Max life of (Triggering unit)))
      • Set Ranko[0] = (Ranko[0] + 1)
      • Set Ranko_Caster[Ranko[0]] = (Triggering unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has buff SongOfPearlBuff) Equal to True
        • Then - Actions
          • Set Ranko_Damage[Ranko[0]] = ((SongOfPearlBonus + Ranko_B3Damage[Level]) + (Ranko_M3Damage[Level] x (Real(HeroAllinOne))))
        • Else - Actions
          • Set Ranko_Damage[Ranko[0]] = (Ranko_B3Damage[Level] + (Ranko_M3Damage[Level] x (Real(HeroAllinOne))))
      • Set Ranko_Delay[Ranko[0]] = 0.00
      • Set Ranko_Delay_2[Ranko[0]] = 1.50
      • Set Ranko_Stage[Ranko[0]] = 7
      • Set Ranko_Angle[Ranko[0]] = (Facing of Ranko_Caster[Ranko[0]])
      • Custom script: set udg_RankoGroup[udg_Ranko[0]] = CreateGroup()
      • Custom script: set udg_Ranko_Group[udg_Ranko[0]] = null
      • Set Ranko_Point[Ranko[0]] = (Target point of ability being cast)
      • Unit - Create 1 Rocket Ranko for (Owner of Ranko_Caster[Ranko[0]]) at Ranko_Point[Ranko[0]] facing Ranko_Angle[Ranko[0]] degrees
      • Animation - Change (Last created unit) flying height to 1.00 at 0.00
      • Unit Group - Add (Last created unit) to RankoGroup[Ranko[0]]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Ranko[0] Equal to 1
        • Then - Actions
          • Trigger - Turn on RankoAbility <gen>
        • Else - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • Ranko_Stage[Ranko[1]] Equal to 7
    • Then - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current order of Ranko_Caster[Ranko[1]]) Equal to (Order(clusterrockets))
          • (Ranko_Caster[Ranko[1]] is alive) Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Ranko_Delay[Ranko[1]] Less than Ranko_Delay_2[Ranko[1]]
            • Then - Actions
              • Set Ranko_Delay[Ranko[1]] = (Ranko_Delay[Ranko[1]] + 0.03)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Ranko_Delay[Ranko[1]] Equal to 0.45
                • Then - Actions
                  • Animation - Play Ranko_Caster[Ranko[1]]'s spell four animation
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Ranko_Delay[Ranko[1]] Equal to 0.90
                    • Then - Actions
                      • Animation - Play Ranko_Caster[Ranko[1]]'s spell three animation
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Ranko_Delay[Ranko[1]] Equal to 1.33
                        • Then - Actions
                          • Animation - Play Ranko_Caster[Ranko[1]]'s spell two animation
                        • Else - Actions
            • Else - Actions
              • Animation - Reset Ranko_Caster[Ranko[1]]'s animation
              • Set Ranko_Delay[Ranko[1]] = 0.00
              • Set Ranko_Delay_2[Ranko[1]] = 1200.00
              • Set Ranko_Angle[Ranko[1]] = 1200.00
              • Unit Group - Pick every unit in RankoGroup[Ranko[1]] and do (Actions)
                • Loop - Actions
                  • Animation - Change (Picked unit) flying height to 1200.00 at 0.00
              • Set Ranko_Stage[Ranko[1]] = 8
        • Else - Actions
          • Set Ranko_Stage[Ranko[1]] = 0
          • Unit Group - Pick every unit in RankoGroup[Ranko[1]] and do (Actions)
            • Loop - Actions
              • Unit - Remove (Picked unit) from the game
          • Unit Group - Remove all units from RankoGroup[Ranko[1]]
    • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Ranko_Stage[Ranko[1]] Equal to 8
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Ranko_Delay[Ranko[1]] Less than Ranko_Delay_2[Ranko[1]]
            • Then - Actions
              • Set Ranko_Delay[Ranko[1]] = (Ranko_Delay[Ranko[1]] + 100.00)
              • Set Ranko_Angle[Ranko[1]] = (Ranko_Angle[Ranko[1]] - 100.00)
              • Unit Group - Pick every unit in RankoGroup[Ranko[1]] and do (Actions)
                • Loop - Actions
                  • Animation - Change (Picked unit) flying height to Ranko_Angle[Ranko[1]] at 0.00
            • Else - Actions
              • Set Ranko_Stage[Ranko[1]] = 0
              • Set GenericGroup = (Units within 900.00 of Ranko_Point[Ranko[1]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Ranko_Caster[Ranko[1]])) Equal to True)))
              • Unit Group - Pick every unit in GenericGroup and do (Actions)
                • Loop - Actions
                  • Set CheckingPhysicalSpell = True
                  • Unit - Cause Ranko_Caster[Ranko[1]] to damage (Picked unit), dealing Ranko_Damage[Ranko[1]] damage of attack type Chaos and damage type Normal
                  • Set CheckingPhysicalSpell = False
              • Special Effect - Create a special effect at Ranko_Point[Ranko[1]] using war3mapImported\NuclearExplosion.mdx
              • Special Effect - Set Scale of (Last created special effect) to 2.00
              • Special Effect - Destroy (Last created special effect)
              • Unit Group - Pick every unit in RankoGroup[Ranko[1]] and do (Actions)
                • Loop - Actions
                  • Unit - Kill (Picked unit)
              • Unit Group - Remove all units from RankoGroup[Ranko[1]]
              • Custom script: call DestroyGroup(udg_GenericGroup)
        • Else - Actions
 
What kind of Movement - Type does the Rocket have? A unit must have Fly or Hover to use Flying Height.

Theres a trick to allow Flying Height by adding and removing the Storm Crow Form ability.
  • Unit - Add Storm Crow Form to (Triggering unit)
  • Unit - Remove Storm Crow Form from (Triggering unit)
These days Movement - Type can even be changed.
  • Unit - Set Unit: (Triggering unit)'s Integer Field: Type ('umvt') to Value: 2
 
These days Movement - Type can even be changed.
  • Unit - Set Unit: (Triggering unit)'s Integer Field: Type ('umvt') to Value: 2
@Duckfarter Have you checked if this actually works? I've tried this about a year ago and it did not work (in testing I was changing footman's movement type to amphibious, and naga siren's to ground).
 
@Duckfarter Have you checked if this actually works? I've tried this about a year ago and it did not work (in testing I was changing footman's movement type to amphibious, and naga siren's to ground).
Yes, I double checked today, to confirm my memory of it working on a previous check. My tests were ground -> air and air -> ground. I also remember checking it quite a while ago and at that point it didnt work. So in essence it was fixed in a certain version which is the requirement.
 
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