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Special effect-(not quite)-someone's idea

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Level 6
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Sep 19, 2006
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179
Someone has this great idea.He has thought of a spell.Now, here's the part.
He wants to create a trigger, so that the inferno meteors land in a circle in a correct order.The first meteor lands, the monster spawns from it. He wants to stun him,so that the spectator can see the inferno meteors landing in a correct circle in a correct order.When the green meteors have fallen down,the monster can move. The inferno meteors must land around in a circle in the good order.

That's what someone wants.He would be so appreciated.
 
Level 6
Joined
Dec 28, 2006
Messages
102
You should use Inferno spells, casting by dummy units, at polar projection of target point, for timer expires, pause inferno after time he lands, and unpause all infernos after timer expires n (number of infernos u want) times+landing time. I will place code later.
 
Level 6
Joined
Sep 19, 2006
Messages
179
You should use Inferno spells, casting by dummy units, at polar projection of target point, for timer expires, pause inferno after time he lands, and unpause all infernos after timer expires n (number of infernos u want) times+landing time. I will place code later.

I understand,but place code,please.
 
Level 27
Joined
Sep 24, 2006
Messages
4,981
Someone has this great idea.He has thought of a spell.Now, here's the part.
He wants to create a trigger, so that the inferno meteors land in a circle in a correct order.The first meteor lands, the monster spawns from it. He wants to stun him,so that the spectator can see the inferno meteors landing in a correct circle in a correct order.When the green meteors have fallen down,the monster can move. The inferno meteors must land around in a circle in the good order.

That's what someone wants.He would be so appreciated.

lol? u acctualy say you want reign of chaos with 1 infernal? ... at least thats why i get out of i almost dont get a line of what ur saying... just edit reign of chaos ?
 
Level 6
Joined
Dec 28, 2006
Messages
102
Lol. I Checked if it opens on another PC and it opens (I dl from link). Do you have TFT or ROC? Maybe your WE has crashed. But there is a code:

Code:
[TRIGGER]RainOfInfernoCast
    Events
        Unit - A unit Starts Casting An Ability
    Conditions
        (Ability being cast) = Rain Of Inferno 
    Actions
        Set Inferno_Current = 0
        Set Inferno_Max = 12
        Set Inferno_Casting = True
        Set Inferno_caster = (Casting unit)
        Set Inferno_Loc = (Target point of ability being cast)
        Set Inferno_caster_angle = (Facing of (Triggering unit))
        Unit Group - Remove all units from Infernos
        Trigger - Turn on RainOfInfernoSpawn <gen>
        Trigger - Turn on RainOfInfernoEndCast <gen>
        Trigger - Turn on InfernoPause <gen>
[/TRIGGER]

[TRIGGER]
RainOfInfernoSpawn
    Events
        Time - Every 0.50 seconds of game time
    Conditions
    Actions
        Set Inferno_Current = (Inferno_Current + 1)
        Set Inferno_SpawnPoint = (Inferno_Loc offset by 500.00 towards (((360.00 / (Real(Inferno_Max))) x (Real(Inferno_Current))) + Inferno_caster_angle) degrees)
        Unit - Create 1 Inferno Dummy for (Owner of Inferno_caster) at Inferno_SpawnPoint facing Domyślna orientacja budynku degrees
        Set Inferno_Dummy = (Last created unit)
        Unit - Order Inferno_Dummy to Undead - Dread Lord: Inferno Inferno_SpawnPoint
        Custom script:   call RemoveLocation(udg_Inferno_SpawnPoint)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If- Conditions
                Or - Any (Conditions) are true
                    Conditions
                        Inferno_Current RĂłwna = Inferno_Max
                        Inferno_Casting RĂłwna = False
            Then - Actions
                Custom script:   call RemoveLocation(udg_Inferno_Loc)
                Trigger - Turn off (This trigger)
            Else - Actions
[/TRIGGER]

[TRIGGER]
InfernoPause
    Events
        Unit - A unit Creates an summoned unit
    Conditions
        (Unit-type of (Summoning unit)) = Inferno Dummy
    Akcje
        Unit- Remove (Summoning unit) from the game
        Set temp_point = (Position of (Summoned unit))
        Set temp_point = (Inferno_Loc offset by 600.00 towards (180.00 + (Angle from temp_point to Inferno_Loc)) degrees)
        Jednostka - Make (Summoned unit) face temp_point over 0.00 seconds
        Jednostka - Pauza (Summoned unit)
        Grupa jednostek - Add (Summoned unit) to Infernos
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Or - Any (Conditions) are true
                    Conditions
                        Inferno_Current = Inferno_Max
                        Inferno_Casting = False
            Then - Actions
                Trigger - Turn on InfernoUnPause <gen>
                Trigger  - Turn off (This trigger)
            Else - Actions

[/TRIGGER]

[TRIGGER]
RainOfInfernoEndCast
    Events
        Jednostka - A unit Interrupt Casting An Ability
        Jednostka - A unit Ends Casting An Ability
    Conditions
        (Ability being cast) = Rain Of Inferno 
    Actions
        Set Inferno_Casting = False
        Trigger - Turn off (This trigger)
        Trigger - Turn off RainOfInfernoSpawn <gen>

[/TRIGGER]

[TRIGGER]
InfernoUnPause
    Events
        Time - Every 2.00 seconds of game time
    Conditions
    Actions
       Unit Group - Pick every unit in Infernos and do (Actions)
            Loop - Actions
                Unit - Unpause (Picked unit)
                Unit Group - Remove (Picked unit) from Infernos
        Trigger- Turn off (This trigger)
[/TRIGGER]

You need some variables but you can find all of them in first trigger.
 
Last edited:
Level 6
Joined
Dec 28, 2006
Messages
102
I can already tell from your code that your removing that group doesn't a do a thing, you have to add the units you spawn to that group, in order to remove them again when re-casting the ability.

Yes, it's an action which really doesn't do anything, but I think it's safe to remove unit's from this group, because maybe cause of some bug, lag or something the function maybe won't work :spell_breaker:, and the final code works. And I insert it because of my habits :smile: .
 
Level 13
Joined
Jun 22, 2004
Messages
783
I should just add the units to the unit group, when you cast again and the play the death animation for the unit-group and then remove them after the death animation, this way you prevent from having more than 12 infernals in the game (which already is very imbalanced but ok).
 
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