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Skill SFX Problem

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Level 8
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Everything is in attachment. If you don't understand what spell supposed to do; refer to the passive ability of Admiral hero in Dota. Skill should grant hero an attack that can release a lightining chain (similiar to periodic cleave in dota). Although everything seem to be okay with that; SFX which indicates that staff is charged and ready to release the lightining with next attack is the buggy part. If you level up that skill multiple times at the same period; SFX from previous levels also appear as attachment to weapon which is unwanted. Since i can't find anything wrong with triggers, i need your help to locate the problem and fix it. Thanks in advance.
 

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Level 5
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the problem was that the effects couldnt be accessed b/w triggers. so i took you map and stored the effects in hashtables. it works fine now, leveling up removes the buff, which is what you wanted i think. i also fixed your tooltips (like changing lightining to lightning)

the maps below, and if you want to learn more about hashtables, theres a tutorial here at hive
 

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Level 8
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Mar 26, 2009
Messages
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Thank you for your effor but that doen't fix the problem. Try this and you will see the bug. Give 1 level to skill. When the staff is charged, go and release the lightining bolt. While it is recharging; go ahead and level up the skill to 2-3 and 4 before another charge is prepared. When you do this, there will be multiple SFX effects on hero weapon when total of 14 secs pass. (You will also hear sound of the SFX that it will leave no dobt that triggers are creating multiple effects) In this state, go ahead and try hitting on a creep. It will release the lightining of first level (if i am not wrong) and all unwanted SFX wil remain on hero.
 
Personally, I think you should deal with it this way:
1) Create a single ability with the special effect. This would act as the SFX as well as a marker that your hero has the ability.
2) Use a 1 second timer event based trigger. This trigger will be used to add a single "counter" per second to all units with the ability. With this in mind, you should be able to make it; a hashtable would be used to store the counters.
3) When the counters go beyond the requirements for each level, you add the SFX ability to the hero. At this point, the hero should have his counters reset to 0 and should not receive any more counters.
4) Create a attack based event trigger to do whatever you want. You check if the hero has the SFX ability and if he does, you do the actions and remove his SFX ability.

I believe this would be a possible way. I'll code it for you if you need it. I'm rather free these days xD
 
Level 8
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Mar 26, 2009
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Thank you for your answer. I don't know how to work with hashtables; but i'll try that after reading a tutorial or two about it. Btw, did you check my map? Actually, i prefer locating the mistake in my map and fixing it; rather than making an entire new one.
 
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