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Poison Spellpack

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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All of them are GUI/MUI and made by me
Hope you like it , please comment :D

Keywords:
poison , spellpack
Contents

Poison Spellpack (Map)

Reviews
13:27, 23rd Dec 2009 The_Reborn_Devil: In the trigger "Poison Explosion Loop" you should put this: Custom script: call DestroyGroup (udg_Explosion_GroupMove[udg_Explosion_Index[3]]) after the "Pick every unit..." thing. The same goes for this...

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M

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13:27, 23rd Dec 2009
The_Reborn_Devil:
In the trigger "Poison Explosion Loop" you should put this:
  • Custom script: call DestroyGroup (udg_Explosion_GroupMove[udg_Explosion_Index[3]])
after the "Pick every unit..." thing. The same goes for this one:
  • Custom script: call DestroyGroup (udg_Explosion_GroupDamage[udg_Explosion_Index[3]])
In the trigger "Poison Cloud Loop" you should put this outside the if:
  • Custom script: call DestroyGroup (udg_Cloud_Group)
Because the group must be destroyed even if it's empty.
I would recommend using Triggering Unit instead of Casting unit.
And why do you use Integer B here?
  • Set Cloud_Angle[(Integer B)] = Cloud_Angle[((Integer B) + 1)]
  • Set Cloud_Caster[(Integer B)] = Cloud_Caster[((Integer B) + 1)]
  • Set Cloud_Damage[(Integer B)] = Cloud_Damage[((Integer B) + 1)]
  • Set Cloud_Dummy[(Integer B)] = Cloud_Dummy[((Integer B) + 1)]
  • Set Cloud_LifeTime[(Integer B)] = Cloud_LifeTime[((Integer B) + 1)]
Status: Rejected until updated
Rating: N/A
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
post triggers in the description, nice with poison will check it out very soon

EDIT

alright these seems MUI but a few cons

-No documenation ... at all

-Poison wave is just a plague dieseased ability and you know what? It wont damage sleeping units nor wake them up. Also IT WONT KILL THE UNITS just stopping them at 2 hp

-change casting unit to triggering unit, it's faster

-the ITE fucntion should be behind when you lower the index instead of this

  • Else - Actions
    • Unit - Add a 0.01 second Generic expiration timer to Wave_Dummy[Wave_LoopIndex[3]]
    • Unit - Remove Wave_Dummy[Wave_LoopIndex[3]] from the game
    • Set Wave_LoopIndex[1] = (Wave_LoopIndex[1] - 1)
    • Set Wave_Active[Wave_LoopIndex[3]] = False
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • Wave_LoopIndex[1] Equal to 0
    • Then - Actions
      • Set Wave_LoopIndex[2] = 0
      • Trigger - Turn off (This trigger)
    • Else - Actions
it should be like this

  • Else - Actions
    • Unit - Add a 0.01 second Generic expiration timer to Wave_Dummy[Wave_LoopIndex[3]]
    • Unit - Remove Wave_Dummy[Wave_LoopIndex[3]] from the game
    • Set Wave_LoopIndex[1] = (Wave_LoopIndex[1] - 1)
    • Set Wave_Active[Wave_LoopIndex[3]] = False
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Wave_LoopIndex[1] Equal to 0
      • Then - Actions
        • Set Wave_LoopIndex[2] = 0
        • Trigger - Turn off (This trigger)
      • Else - Actions
-The ITE stuff in explosion is not needed, just make a formula in the variable ...

-Same point with the index ITE check as in the poison wave

-in the poison nova thingy

make these ITe functions multiple as it is more easier to configure + you really need to make a multi level forumula instead of using these but in this case I see it necessary as I can't make a forumula for 150, 200 and 300 (maybe someone else can ^^)

-you have the loop trigger on 24/7 which is not good, why couldnt you index it as you made with poison wave and explosion?

-the cloud spell, in your spell description it says damage every unit, I think you meant damage every second as it does that ...

FOR ALL SPELLS

-skip integer A's and B's replace them with a custom variable

else I think it looks good, atleast the two of them that got loops which turns them selves off, the others I wont comment
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
Why not use integer A,B?
It is proven that there is no bug with them whatsoever, it was only a rumor.

The actual reason is because (Integer A) is a global so two loops running it at once interfere with one another as they both access it and change it at the same time (more accurately, one changes it while the other is waiting for the first to finish).

Read the thread :) this is just my "source"
 
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