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[Trigger] pls i need a bit help
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i ve done a GUI cinematic spell, the leak check did not found any leak and i cant find any errors but if i cast the spell a second time and it comes to a point then it crashes with an error ...and i dunno what to do ...
mytrigger.txt
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This post is just for people who don't want to DL the .txt.
I can't find anything...
BladeStrike
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Bladestrike
Actions
Set caster = (Casting unit)
Set VictiM = (Target unit of ability being cast)
Set Victim_Position = (Position of (Target unit of ability being cast))
Selection - Remove caster from selection for (Owner of caster)
Selection - Remove VictiM from selection for (Owner of VictiM)
Camera - Pan camera for (Owner of caster) to Victim_Position with height -300.00 above the terrain over 8.00 seconds
Unit - Move caster instantly to Victim_Position
Unit - Pause VictiM
Wait 0.50 seconds
Special Effect - Create a special effect attached to the weapon of caster using Abilities\Spells\Undead\OrbOfDeath\OrbOfDeathMissile.mdl
Set spceff[1] = (Last created special effect)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 90.00 degrees) facing Victim_Position
Set unitShad[1] = (Last created unit)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 180.00 degrees) facing Victim_Position
Set unitShad[2] = (Last created unit)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 270.00 degrees) facing Victim_Position
Set unitShad[3] = (Last created unit)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 360.00 degrees) facing Victim_Position
Set unitShad[4] = (Last created unit)
Animation - Change unitShad[1]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Animation - Change unitShad[2]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Animation - Change unitShad[3]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Animation - Change unitShad[4]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Unit - Order caster to Attack VictiM
Unit - Order unitShad[1] to Attack VictiM
Unit - Order unitShad[2] to Attack VictiM
Unit - Order unitShad[3] to Attack VictiM
Unit - Order unitShad[4] to Attack VictiM
Wait 5.00 seconds
Camera - Shake the camera for (Owner of caster) with magnitude 6.00
Wait 1.00 seconds
Camera - Stop swaying/shaking the camera for (Owner of caster)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 45.00 degrees) facing Victim_Position
Set blade[1] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 90.00 degrees) facing Victim_Position
Set blade[2] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 135.00 degrees) facing Victim_Position
Set blade[3] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 180.00 degrees) facing Victim_Position
Set blade[4] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 225.00 degrees) facing Victim_Position
Set blade[5] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 270.00 degrees) facing Victim_Position
Set blade[6] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 315.00 degrees) facing Victim_Position
Set blade[7] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 360.00 degrees) facing Victim_Position
Set blade[8] = (Last created unit)
Wait 1.00 seconds
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 45.00 degrees) facing Victim_Position
Set unitShad[5] = (Last created unit)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 135.00 degrees) facing Victim_Position
Set unitShad[6] = (Last created unit)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 225.00 degrees) facing Victim_Position
Set unitShad[7] = (Last created unit)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 315.00 degrees) facing Victim_Position
Set unitShad[8] = (Last created unit)
Animation - Change unitShad[5]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Animation - Change unitShad[6]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Animation - Change unitShad[7]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Animation - Change unitShad[8]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Unit - Order unitShad[5] to Attack VictiM
Unit - Order unitShad[6] to Attack VictiM
Unit - Order unitShad[7] to Attack VictiM
Unit - Order unitShad[8] to Attack VictiM
Special Effect - Create a special effect at Victim_Position using Units\Undead\Abomination\AbominationExplosion.mdl
Set spceff[2] = (Last created special effect)
Trigger - Turn on BladesMOVE <gen>
Wait 2.00 seconds
Animation - Play unitShad[1]'s Attack Walk Stand Spin animation
Animation - Play unitShad[2]'s Attack Walk Stand Spin animation
Animation - Play unitShad[3]'s Attack Walk Stand Spin animation
Animation - Play unitShad[4]'s Attack Walk Stand Spin animation
Animation - Play unitShad[5]'s Attack Slam animation
Animation - Play unitShad[6]'s Attack Slam animation
Animation - Play unitShad[7]'s Attack Slam animation
Animation - Play unitShad[8]'s Attack Slam animation
Wait 1.00 seconds
Trigger - Turn off BladesMOVE <gen>
Unit - Order unitShad[1] to Orc Tauren Chieftain - War Stomp
Unit - Order unitShad[2] to Orc Tauren Chieftain - War Stomp
Unit - Order unitShad[3] to Orc Tauren Chieftain - War Stomp
Unit - Order unitShad[4] to Orc Tauren Chieftain - War Stomp
Unit - Order unitShad[5] to Orc Tauren Chieftain - War Stomp
Unit - Order unitShad[6] to Orc Tauren Chieftain - War Stomp
Unit - Order unitShad[7] to Orc Tauren Chieftain - War Stomp
Unit - Order unitShad[8] to Orc Tauren Chieftain - War Stomp
Unit - Add a 2.00 second Generic expiration timer to unitShad[1]
Unit - Add a 2.00 second Generic expiration timer to unitShad[2]
Unit - Add a 2.00 second Generic expiration timer to unitShad[3]
Unit - Add a 2.00 second Generic expiration timer to unitShad[4]
Unit - Add a 2.00 second Generic expiration timer to unitShad[5]
Unit - Add a 2.00 second Generic expiration timer to unitShad[6]
Unit - Add a 2.00 second Generic expiration timer to unitShad[7]
Unit - Add a 2.00 second Generic expiration timer to unitShad[8]
Unit - Add a 2.00 second Generic expiration timer to blade[1]
Unit - Add a 2.00 second Generic expiration timer to blade[2]
Unit - Add a 2.00 second Generic expiration timer to blade[3]
Unit - Add a 2.00 second Generic expiration timer to blade[4]
Unit - Add a 2.00 second Generic expiration timer to blade[5]
Unit - Add a 2.00 second Generic expiration timer to blade[6]
Unit - Add a 2.00 second Generic expiration timer to blade[7]
Unit - Add a 2.00 second Generic expiration timer to blade[8]
Unit - Order caster to Attack VictiM
Wait 1.00 seconds
Special Effect - Destroy spceff[1]
Special Effect - Destroy spceff[2]
Selection - Add caster to selection for (Owner of caster)
Selection - Add VictiM to selection for (Owner of VictiM)
Animation - Change caster's animation speed to 100.00% of its original speed
Camera - Reset camera for (Owner of caster) to standard game-view over 0.00 seconds
Custom script: set udg_unitShad[1] = null
Custom script: set udg_unitShad[2] = null
Custom script: set udg_unitShad[3] = null
Custom script: set udg_unitShad[4] = null
Custom script: set udg_unitShad[5] = null
Custom script: set udg_unitShad[6] = null
Custom script: set udg_unitShad[7] = null
Custom script: set udg_unitShad[8] = null
Custom script: set udg_blade[1] = null
Custom script: set udg_blade[2] = null
Custom script: set udg_blade[3] = null
Custom script: set udg_blade[4] = null
Custom script: set udg_blade[5] = null
Custom script: set udg_blade[6] = null
Custom script: set udg_blade[7] = null
Custom script: set udg_blade[8] = null
Custom script: set udg_spceff[1] = null
Custom script: set udg_caster = null
Custom script: set udg_VictiM = null
Custom script: call RemoveLocation (udg_Victim_Position)
thx for looking at it ...and thx you posted the trigger for others to help me .....so pls someone if you could look at it this is still an unsolved problem
ow, thats a bunch of Trigger. You can Shorten the Trigger with a loop
BladeStrike
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Bladestrike
Actions
Costum Script: local location udg_Victim_Position
Set caster = (Casting unit)
Set VictiM = (Target unit of ability being cast)
Set Victim_Position = (Position of (Target unit of ability being cast))
Selection - Remove caster from selection for (Owner of caster)
Selection - Remove VictiM from selection for (Owner of VictiM)
Camera - Pan camera for (Owner of caster) to Victim_Position with height -300.00 above the terrain over 8.00 seconds
Unit - Move caster instantly to Victim_Position
Unit - Pause VictiM
Wait 0.50 seconds
Special Effect - Create a special effect attached to the weapon of caster using Abilities\Spells\Undead\OrbOfDeath\OrbOfDeathMissile.mdl
Set spceff[1] = (Last created special effect)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 90.00 degrees) facing Victim_Position
Set unitShad[1] = (Last created unit)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 180.00 degrees) facing Victim_Position
Set unitShad[2] = (Last created unit)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 270.00 degrees) facing Victim_Position
Set unitShad[3] = (Last created unit)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 360.00 degrees) facing Victim_Position
Set unitShad[4] = (Last created unit)
Animation - Change unitShad[1]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Animation - Change unitShad[2]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Animation - Change unitShad[3]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Animation - Change unitShad[4]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Unit - Order caster to Attack VictiM
Unit - Order unitShad[1] to Attack VictiM
Unit - Order unitShad[2] to Attack VictiM
Unit - Order unitShad[3] to Attack VictiM
Unit - Order unitShad[4] to Attack VictiM
Wait 5.00 seconds
Camera - Shake the camera for (Owner of caster) with magnitude 6.00
Wait 1.00 seconds
Camera - Stop swaying/shaking the camera for (Owner of caster)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 45.00 degrees) facing Victim_Position
Set blade[1] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 90.00 degrees) facing Victim_Position
Set blade[2] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 135.00 degrees) facing Victim_Position
Set blade[3] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 180.00 degrees) facing Victim_Position
Set blade[4] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 225.00 degrees) facing Victim_Position
Set blade[5] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 270.00 degrees) facing Victim_Position
Set blade[6] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 315.00 degrees) facing Victim_Position
Set blade[7] = (Last created unit)
Unit - Create 1 Blade for (Owner of caster) at (Victim_Position offset by 180.00 towards 360.00 degrees) facing Victim_Position
Set blade[8] = (Last created unit)
Wait 1.00 seconds
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 45.00 degrees) facing Victim_Position
Set unitShad[5] = (Last created unit)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 135.00 degrees) facing Victim_Position
Set unitShad[6] = (Last created unit)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 225.00 degrees) facing Victim_Position
Set unitShad[7] = (Last created unit)
Unit - Create 1 Shadow Blademaster for (Owner of caster) at (Victim_Position offset by 90.00 towards 315.00 degrees) facing Victim_Position
Set unitShad[8] = (Last created unit)
Animation - Change unitShad[5]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Animation - Change unitShad[6]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Animation - Change unitShad[7]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Animation - Change unitShad[8]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 20.00% transparency
Unit - Order unitShad[5] to Attack VictiM
Unit - Order unitShad[6] to Attack VictiM
Unit - Order unitShad[7] to Attack VictiM
Unit - Order unitShad[8] to Attack VictiM
Special Effect - Create a special effect at Victim_Position using Units\Undead\Abomination\AbominationExplosion.mdl
Set spceff[2] = (Last created special effect)
Trigger - Turn on BladesMOVE <gen>
Wait 2.00 seconds
For Each Integer tmp8 from 1 to 4, do actions
Animation - Play unitShad[tmp8]'s Attack Walk Stand Spin animation
Animation - Play unitShad[tmp8+4]'s Attack Slam animation
Wait 1.00 seconds
Trigger - Turn off BladesMOVE <gen>
For Each Integer tmp9 from 1 to 8, do actions
Unit - Order unitShad[tmp9] to Orc Tauren Chieftain - War Stomp
Unit - Add a 2.00 second Generic expiration timer to unitShad[tmp9]
Unit - Add a 2.00 second Generic expiration timer to blade[tmp9]
Unit - Order caster to Attack VictiM
Wait 1.00 seconds
Special Effect - Destroy spceff[1]
Special Effect - Destroy spceff[2]
Selection - Add caster to selection for (Owner of caster)
Selection - Add VictiM to selection for (Owner of VictiM)
Animation - Change caster's animation speed to 100.00% of its original speed
Camera - Reset camera for (Owner of caster) to standard game-view over 0.00 seconds
For Each Integer tmp10 from 1 to 8, do actions
Custom script: set udg_unitShad[udg_tmp10] = null
Custom script: set udg_blade[udg_tmp10] = null
Custom script: set udg_spceff[1] = null
Custom script: set udg_caster = null
Custom script: set udg_VictiM = null
Custom script: call RemoveLocation (udg_Victim_Position)
I added some loops so you get the idea about it. You should first create a local Victim Position and the remove it later on. Dunno if that fixes your Problem, but it advances your Trigger, if you want even better loops and array managment you should move to jass and go for locals.
oh ....everytime it's the same thing ....when it comes to the point they all play the attack wanlk stand spin animation it crashes...but thx anyway...so again its still an unsolved problem so pls if someone knows more about that
Last edited: Aug 29, 2007
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