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Simple Problems from a Simple Spell

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  • Sacrifice
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Sacrifice
    • Actions
      • Set Sacrifice_Point = (Position of (Target unit of ability being cast))
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 400.00 of Sacrifice_Point matching ((((Owner of (Matching unit)) is an enemy of (Owner of (Triggering unit))) Equal to (==) False) and (((Percentage life of (Matching unit)) Not equal to (!=) 1.00) and (((Matching unit) is alive) Equal to (==) T and do (Actions)
        • Loop - Actions
          • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + ((Life of (Target unit of ability being cast)) x 2.25))
          • Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Spells\Orc\SpiritLink\SpiritLinkTarget.mdl
          • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect attached to the chest of (Target unit of ability being cast) using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Kill (Target unit of ability being cast)
      • Custom script: call RemoveLocation(udg_Sacrifice_Point)
Okay, here are the problems

  1. When you casted the spell for the first time, the Phoenix missile effect isn't shown.
  2. The special effects that is "supposedly" attached on the affected units doesn't show.

~supertoinkz
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,201
1. Preload the model on map initialization (in your int trigger). Even in GUI and action for it should exist but if not, then use JASS.

2. Make sure the effect supports display via instant create and destroy. Destroying an effect will play its death animation so effects with one will mess up.
 
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