- Joined
- Oct 20, 2010
- Messages
- 225
I'm using Relativistic Missiles by Chopinski to attempt to code a nova spell. My goal is to create a spell that launches a nova of missiles from a caster unit in which an enemy can only be hit once per cast, despite multiple missiles of the cast colliding with them. In practice, it'd just behave as a nova spell that travels outwards.
I've done just that but the only problem is it isn't MUI. I'm not sure how to use dynamic indexing at all and I don't know if this is something I can use Unit Indexer for either. I have three triggers. The cast trigger, the hit trigger, and the finish trigger that clears the unit group. (I don't like the use of the finish trigger as I wonder if it'll cause problems when other missiles interact with these ones)
The help I need is in turning this into an MUI spell, and even suggestions for alternative ways or systems to accomplish this effect.
I've done just that but the only problem is it isn't MUI. I'm not sure how to use dynamic indexing at all and I don't know if this is something I can use Unit Indexer for either. I have three triggers. The cast trigger, the hit trigger, and the finish trigger that clears the unit group. (I don't like the use of the finish trigger as I wonder if it'll cause problems when other missiles interact with these ones)
The help I need is in turning this into an MUI spell, and even suggestions for alternative ways or systems to accomplish this effect.
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Nova Cast
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Missiles - F
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Actions
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For each (Integer A) from 0 to 10, do (Actions)
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Loop - Actions
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Set VariableSet MissileSource = (Triggering unit)
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Set VariableSet MissileStart = (Position of (Triggering unit))
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Set VariableSet MissileFinish = ((Position of (Triggering unit)) offset by 400.00 towards FAngle degrees.)
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Set VariableSet FAngle = (FAngle + 36.00)
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Set VariableSet MissileStartZ = 0.00
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Set VariableSet MissileFinishZ = 0.00
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Set VariableSet MissileSpeed = 500.00
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Set VariableSet MissileCollision = 180.00
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Set VariableSet Missile_onHit = Nova Hit <gen>
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Set VariableSet Missile_onFinish = Nova Clear <gen>
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Set VariableSet MissileModel = Abilities\Spells\Other\BreathOfFire\BreathOfFireMissile.mdl
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Trigger - Run MissileCreate <gen> (ignoring conditions)
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Nova Hit
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Events
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Conditions
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And - All (Conditions) are true
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Conditions
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(MissileHitUnit is in F_UG.) Equal to False
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MissileHitUnit Not equal to MissileSource
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(MissileHitUnit is alive) Equal to True
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Actions
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Unit Group - Add MissileHitUnit to F_UG
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Set VariableSet hitcount = (hitcount + 1)
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Game - Display to (All players) the text: (String(hitcount))
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Nova Clear
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Events
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Conditions
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Actions
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Unit Group - Remove all units from F_UG.
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