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I'm sorry to ruin the moment, but I don't see why your trigger would have a better effect then the 1 Bone gave (exept for the way you kill the unit). What's so much better about your trigger?
BECOUSE IN MY TRIGGER HAVE KILLER AND IN HIS TRIGGER THE GAME REMOVE THE UNIT ARE YOU RETARD THIS IS NOT DISCUSION THIS IS HELP FORUM IF YOU CAN'T THINK THEN YOU CAN'T HELP I KNOW MY REPUTATION WILL BE RED AGGAIN BUT I DON'T WORRY WHEN IS FOR RIGHT THINGS
As well as the reason onix noob provided, his trigger is complete.
Though the event should be:
Unit - A unit starts the effect of an ability
And there is no need for an integer variable.
You can just:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 100) Greater than 90
onix_noob, I just said that I noticed that you trigger kills the unit (but I believe theres an Action called 'Unit - Kill' which is more useful.
Even though, I think you shouldn't bring down BoneBreakers suggestion, because it was just the same exept for simply 1 wrong action. That's no reason to bring people or their suggestions down, because their intensions are good. You however are hopefully just in a bad mood today.
ps: discussion in this forum is good, because it helps people understand other peoples suggestions, and can cause new and better solution to problems.
Anyway, I think the problem mentioned in this thread is solved, so no real reason to keep on about this. If there are still problems with these solutions, pkw can just post so
He said "primitive" as in basic(not completed).
There is no "unit - cause unit a to kill unit b" action. So the problem with that is the same as with remove unit.
better way to do it without triggers, just use bash with 0.01s stun and 9999999999999999 damage, and make sure no unit more HP than 99...... 9, it should work fine (unless someone is playing mind games on you)
chenlimin, pkw has asked for a SPELL that has 10% chance to kill an unit instantly, not for an attack :/
btw you could use this (just for the sake of optimization - > I love everything cleaned ,and everything that I make to take as less memory as possible ):
Instead of using this :
w00t
Events
Unit - A unit Begins casting an ability
use this :
w00t
Events
Unit - A unit Finishes casting an ability
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to "Your ability"
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
[Random number between 1 and 10] Equal to 1
Then - Actions
Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 9999999.00 damage of attack type Chaos and damage type Normal
Else - Actions
Because the previous trigger can easily be abused with abilities that have casting time just by casting spells and then canceling them with Hold Position command.
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