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[Trigger] Spell bug

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Level 3
Joined
Nov 22, 2008
Messages
19
Pls make this spell mu i without wait action with: hankys indexing sys, use array for the time set array value to 20 when the spell is cast. The subtract 1 from the value in the looping trigger each time . When the value is 0 remove unit from the game.

  • fire sky init
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Meteor Strike
    • Actions
      • Custom script: local unit u = GetTriggerUnit()
      • Custom script: set udg_Fireskycaster = u
      • Unit Group - Add Fireskycaster to Meteorstrike
      • Custom script: set udg_Fireskycaster = null
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in Meteorstrike) Equal to 1
        • Then - Actions
          • Trigger - Turn on firesky effect <gen>
        • Else - Actions
      • Wait 20.00 seconds
      • Custom script: set udg_Fireskycaster = u
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Fireskycaster is alive) Equal to True
        • Then - Actions
          • Unit Group - Remove Fireskycaster from Meteorstrike
        • Else - Actions
          • Custom script: set udg_Fireskycaster = null
      • Custom script: set u = null
  • firesky effect
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Meteorstrike is empty) Equal to False
        • Then - Actions
          • Unit Group - Pick every unit in Meteorstrike and do (Actions)
            • Loop - Actions
              • Set Fireskycaster = (Picked unit)
              • Set TempPoint1 = (Position of Fireskycaster)
              • Set TEmppoint2 = (TempPoint1 offset by (Random real number between 300.00 and 600.00) towards (Random real number between 0.00 and 360.00) degrees)
              • Unit - Create 1 Dummy Firesky for (Owner of Fireskycaster) at TempPoint1 facing 0.00 degrees
              • Unit - Add ACOPLAYPSE DUMMY to (Last created unit)
              • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike TEmppoint2
              • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
              • Custom script: call RemoveLocation(udg_TempPoint1)
              • Custom script: call RemoveLocation(udg_TEmppoint2)
        • Else - Actions
  • Fire sky megall Die
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is in Meteorstrike) Equal to True
    • Actions
      • Unit Group - Remove (Triggering unit) from Meteorstrike
 
Last edited:
Level 14
Joined
Aug 8, 2010
Messages
1,022
Lol! You have to learn how to make MUI spells... otherwise every single spell you think of should be transformed into MUI by someone else. I was like 'HOLY DAMN' when i first started to learn Hanky's Indexing system, but now i see that it is not that big deal and i make MUI spells with ease. :)
 
Level 19
Joined
Aug 8, 2007
Messages
2,765
Lol! You have to learn how to make MUI spells... otherwise every single spell you think of should be transformed into MUI by someone else. I was like 'HOLY DAMN' when i first started to learn Hanky's Indexing system, but now i see that it is not that big deal and i make MUI spells with ease. :)

learning JASS is a hell-of-alot easier bro
 
Level 17
Joined
Jul 17, 2011
Messages
1,864
it will be nice if you use unit indexing to assign custom values to specific units. however that is not completely nesessary as you can still assign unit values in arrays eg you could use a Unit array "unit_var" where you could set the array value to the player number
Set Casting Unit = unit_var[Player Number of Owner of Casting Unit]
this way multiple users can cast the ability
 
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