- Joined
- Mar 3, 2009
- Messages
- 327
Heyo. Firstly, heres the trigger im working with
Im wondering if there are any non-wait functions that can be used to delay the order of operation, and let me save all of the instances of damage from a specific time and a specific unit, so that I can present them properly.
Wondering, (Please dont rant about waits) would a 0 second wait actually wait 0 seconds or would it go to the .20 second minimum? Because im thinking that could be perfect..
EDIT: 0 second wait doesn't work ><
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DD crit gore pillage and sappers
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Events
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Conditions
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Actions
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[Important part]
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Set Temppoint[0] = (Position of (Damage source))
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Set Temppoint[1] = (Position of (Triggering unit))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Damage taken) Not equal to 0.00
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Triggering unit) has buff Attacked ) Equal to True
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((Damage source) is A Hero) Equal to True
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((Facing of (Triggering unit)) - (Angle from Temppoint[1] to Temppoint[0])) Less than AngleStart[0]
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((Facing of (Triggering unit)) - (Angle from Temppoint[1] to Temppoint[0])) Greater than AngleEnd[0]
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((Triggering unit) is A structure) Equal to False
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Then - Actions
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Unit - Cause (Damage source) to damage (Triggering unit), dealing (Damage taken) damage of attack type Chaos and damage type Universal
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Floating Text - Create floating text that reads (String((Integer(((Damage taken) x 2.00))))) at Temppoint[1] with Z offset 0.00, using font size 9.00, color (80.00%, 0.00%, 0.00%), and 25.00% transparency
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Floating Text - Set the velocity of (Last created floating text) to 64.00 towards (Angle from Temppoint[0] to Temppoint[1]) degrees
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
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Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
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Floating Text - Create floating text that reads Backstabtext[(Random integer number between 0 and 3)] at Temppoint[0] with Z offset 0.00, using font size 8.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
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Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
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Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
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Special Effect - Create a special effect attached to the origin of (Triggering unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Floating Text - Create floating text that reads (String((Integer((Damage taken))))) at Temppoint[1] with Z offset 0.00, using font size 7.50, color (80.00%, 0.00%, 0.00%), and 25.00% transparency
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Floating Text - Set the velocity of (Last created floating text) to 64.00 towards (Angle from Temppoint[0] to Temppoint[1]) degrees
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
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Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Random integer number between 1 and 5) Equal to 1
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Then - Actions
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Special Effect - Create a special effect attached to the origin of (Triggering unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Else - Actions
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Custom script: call RemoveLocation(udg_Temppoint[0])
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Custom script: call RemoveLocation(udg_Temppoint[1])
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[/Important part]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Triggering unit) has buff Attacked ) Equal to True
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((Damage source) has buff Pillage ) Equal to True
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Then - Actions
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Player - Add (Level of Pillage for (Damage source)) to (Owner of (Damage source)) Current gold
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Set Temppoint[0] = (Position of (Damage source))
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Floating Text - Create floating text that reads (+ + (String((Level of Pillage for (Damage source))))) at Temppoint[0] with Z offset 0.00, using font size 9.00, color (80.00%, 80.00%, 0.00%), and 25.00% transparency
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Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
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Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
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Custom script: call RemoveLocation(udg_Temppoint[0])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Triggering unit)) Equal to Kobold Sapper
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Then - Actions
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Wait 0.01 seconds
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Set Temppoint[0] = (Position of (Triggering unit))
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Special Effect - Create a special effect at Temppoint[0] using war3mapImported\ExplosionBIG.mdx
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Special Effect - Destroy (Last created special effect)
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Unit - Cause (Damage source) to damage circular area after 0.00 seconds of radius 300.00 at Temppoint[0], dealing 200.00 damage of attack type Chaos and damage type Normal
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Custom script: call RemoveLocation(udg_Temppoint[0])
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Unit - Remove (Triggering unit) from the game
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Else - Actions
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Im wondering if there are any non-wait functions that can be used to delay the order of operation, and let me save all of the instances of damage from a specific time and a specific unit, so that I can present them properly.
Wondering, (Please dont rant about waits) would a 0 second wait actually wait 0 seconds or would it go to the .20 second minimum? Because im thinking that could be perfect..
EDIT: 0 second wait doesn't work ><

