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Sky Fall

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
100 mysterious yellow particles fall from the sky around Firelord causing crushed enemies 100 damage. The particles will fall randomly. ( multicast able )

Keywords:
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Contents

Sky Fall (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Sky Fall | Reviewed by Maker | 18th Mar 2013 NEEDS FIX The spell is MUI You don't need to save the handle of the caster for the caster In order to load...

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12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.


Sky Fall | Reviewed by Maker | 18th Mar 2013
NEEDS FIX


126248-albums6177-picture66521.png


  • The spell is MUI
126248-albums6177-picture66522.png


  • You don't need to save the handle of the caster for the caster
    In order to load that handle, you need to already know the unit which
    handle you are about to load. Doesn't make any sense
    Imagine you have three boxes, red, green and blue.
    You open the red box and it tells that you can find this message inside
    the red box
  • Don't edit the default Peasant unit, use a custom unit
  • Remove invul ability from dummy, Locust makes it invul
  • Dummies should not give vision and set the death type to
    Can't raise, does not decay
  • You are not utilizing the caster point stored to the hashtable correctly
  • Your Move unit instantly leaks a location
  • The looping trigger is not turned off properly
  • You check if groups are on too often
126248-albums6177-picture66523.png


  • The spell is a bit heavy performance wise
[tr]



Sky Fall | Reviewed by Maker | 16th Mar 2013
NEEDS FIX


126248-albums6177-picture66521.png


  • The spell is MUI
126248-albums6177-picture66522.png


  • You don't need to save the handle of the caster for the caster
    In order to load that handle, you need to already know the unit which
    handle you are about to load. Doesn't make any sense
    Imagine you have three boxes, red, green and blue.
    You open the red box and it tells that you can find this message inside
    the red box
  • Use a variable for the hashtable
  • The looping trigger should be initially off and turned off when no
    spells are running
  • Don't edit the default Peasant unit, use a custom unit
  • Remove invul ability from dummy, Locust makes it invul
  • Dummies should not give vision and set the death type to
    Can't raise, does not decay
  • You are not utilizing the caster point stored to the hashtable correctly
  • Your Move unit instantly leaks a location
126248-albums6177-picture66523.png


  • The spell is a bit heavy performance wise
[tr]
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
I don't know where to post

And how?

I just started with hive workshop yesterday. I don't know so much about it.

copy the trigger from trigger editor like select the trigger name at right box - Copy As Text then paste


my advice use [trigger ] [/trigger] tage and paste between this tags and look like in World editor if it is gui

no problem if u are new just ask :)

also u can search about leaks because if map countain alot leak then will be laggy or in worse case unplayable

also upload picture, make screenshot in warcraft with F9, search the screenshot in wc3 screenshot folder (if possible save to .jpg) then upload it (if u edit the post then go Advance else just Manage Attachments)
 
Level 3
Joined
Mar 14, 2013
Messages
15
Thank u all

  • hashtable
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set sky_fall = (Last created hashtable)
  • sky fall
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Sky Fall
    • Actions
      • Set caster = (Triggering unit)
      • Set integer = 0
      • Unit Group - Add (Triggering unit) to group
      • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
      • Special Effect - Destroy (Last created special effect)
      • Hashtable - Save Handle Ofcaster as (Key caster) of (Key (Triggering unit)) in sky_fall
      • Hashtable - Save integer as (Key integer) of (Key (Triggering unit)) in sky_fall
      • Trigger - Turn on particles spawn <gen>
  • particles spawn
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in group) Greater than 0
        • Then - Actions
          • Unit Group - Pick every unit in group and do (Actions)
            • Loop - Actions
              • Set caster = (Picked unit)
              • Set caster_point = (Load (Key caster point) of (Key (Picked unit)) in sky_fall)
              • Set integer = (Load (Key integer) of (Key (Picked unit)) from sky_fall)
              • Set integer = (integer + 1)
              • Set caster_point = (Position of (Picked unit))
              • Unit - Create 1 Peasant for (Owner of (Picked unit)) at caster_point facing Default building facing degrees
              • Unit Group - Add (Last created unit) to group2
              • Custom script: call RemoveLocation (udg_caster_point)
              • Set range = (Random real number between 100.00 and 500.00)
              • Set angle = (Random real number between 0.00 and 360.00)
              • Set integer2 = 0
              • Hashtable - Save range as (Key range) of (Key (Last created unit)) in sky_fall
              • Hashtable - Save angle as (Key angle) of (Key (Last created unit)) in sky_fall
              • Hashtable - Save integer2 as (Key integer2) of (Key (Last created unit)) in sky_fall
              • Hashtable - Save Handle Ofcaster as (Key unit caster) of (Key (Last created unit)) in sky_fall
              • Hashtable - Save Handle Ofcaster as (Key caster) of (Key (Picked unit)) in sky_fall
              • Hashtable - Save Handle Ofgroup2 as (Key group) of (Key (Picked unit)) in sky_fall
              • Hashtable - Save integer as (Key integer) of (Key (Picked unit)) in sky_fall
              • Hashtable - Save Handle Ofcaster_point as (Key caster point) of (Key (Picked unit)) in sky_fall
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • integer Equal to 100
                • Then - Actions
                  • Set integer = 0
                  • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in sky_fall
                  • Unit Group - Remove (Picked unit) from group
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in group2) Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in group2) Greater than 0
        • Then - Actions
          • Unit Group - Pick every unit in group2 and do (Actions)
            • Loop - Actions
              • Set angle = (Load (Key angle) of (Key (Picked unit)) from sky_fall)
              • Set range = (Load (Key range) of (Key (Picked unit)) from sky_fall)
              • Set integer2 = (Load (Key integer2) of (Key (Picked unit)) from sky_fall)
              • Set unit_point = (Load (Key unit point) of (Key (Picked unit)) in sky_fall)
              • Set unit_point = (Position of (Picked unit))
              • Unit - Move (Picked unit) instantly to (unit_point offset by (range / 40.00) towards angle degrees)
              • Custom script: call RemoveLocation (udg_unit_point)
              • Hashtable - Save Handle Ofunit_point as (Key unit point) of (Key (Picked unit)) in sky_fall
              • Set integer2 = (integer2 + 1)
              • Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) - 15.00) at 0.00
              • Hashtable - Save range as (Key range) of (Key (Picked unit)) in sky_fall
              • Hashtable - Save angle as (Key angle) of (Key (Picked unit)) in sky_fall
              • Hashtable - Save integer2 as (Key integer2) of (Key (Picked unit)) in sky_fall
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • integer2 Equal to 40
                • Then - Actions
                  • Set caster = (Load (Key unit caster) of (Key (Picked unit)) in sky_fall)
                  • Set unit_point = (Load (Key unit point) of (Key (Picked unit)) in sky_fall)
                  • Set unit_point = (Position of (Picked unit))
                  • Special Effect - Create a special effect at unit_point using Abilities\Spells\Undead\ReplenishHealth\ReplenishHealthCasterOverhead.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Set damage_group = (Units within 200.00 of unit_point matching ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) belongs to an enemy of (Owner of caster)) Equal to True)))
                  • Unit Group - Pick every unit in damage_group and do (Actions)
                    • Loop - Actions
                      • Unit - Cause caster to damage (Picked unit), dealing 100.00 damage of attack type Spells and damage type Normal
                  • Custom script: call DestroyGroup (udg_damage_group)
                  • Hashtable - Save Handle Ofcaster as (Key unit caster) of (Key (Picked unit)) in sky_fall
                  • Custom script: call RemoveLocation (udg_unit_point)
                  • Hashtable - Save Handle Ofunit_point as (Key unit point) of (Key (Picked unit)) in sky_fall
                  • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in sky_fall
                  • Unit - Kill (Picked unit)
                  • Unit Group - Remove (Picked unit) from group2
                • Else - Actions
        • Else - Actions
Like this?

But I can't still change the screen shot to .jpg
 
Last edited by a moderator:
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