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Spell Difficulties

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Level 17
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Jun 17, 2010
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Well i have this spell, it all works but 2 things. The dummy unit doesnt attack, which makes it kill itself. All the triggers work fine but i used storm crow as the dummy unit, i changed its targets to ground and such, but it still wont attack. It has Locust ability, barrage (edited), life steal (negative), storm crow ability, and a passive i made, poisons the units it attacks
 
Level 9
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Oct 11, 2009
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477
No! In any case, a Locusted unit cannot take damage in any way.....
It must be another problem which does not regard to the negative lifesteal.


If I'm wrong about it, try setting its maximum life and armor to a very high number.
 
Level 21
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Mar 19, 2009
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No! In any case, a Locusted unit cannot take damage in any way.....
It must be another problem which does not regard to the negative lifesteal.


If I'm wrong about it, try setting its maximum life and armor to a very high number.
A locust unit can gets its life reduced. Just try to add it a negative life regen skill (not aura). Even if it's not a "damage", it can loose health.
I do not know how lifesteal is hardcoded, but if it does not deal damage but set the life to life - value, it could be a suicide unit.

To InfinateAnswers: post your triggers. Maybe there is something wrong. For example an inversion between attacker / attacked?
 
Level 17
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i looked at my triggers, and everything works ive tested it but to please the peanut gallery ill post the triggers.
  • Trigger1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Mini Nuke
    • Actions
      • -------- Initial Variables --------
      • Set ArrayVariable = (ArrayVariable + 1)
      • Set Point[ArrayVariable] = (Target point of ability being cast)
      • Set Nuke_AoE = 300
      • Set Nuke_Damage = ((Real((Level of Mini Nuke for (Triggering unit)))) x 600.00)
      • Set NukeSFX = Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
      • Set RadiationTimer[ArrayVariable] = 5.00
      • Set Rad_Slow[ArrayVariable] = ((Real((Level of Mini Nuke for (Triggering unit)))) x 0.10)
      • Set Distance[ArrayVariable] = (Distance between (Position of (Triggering unit)) and Point[ArrayVariable])
      • Set ExplosionDelay[ArrayVariable] = (Distance[ArrayVariable] / 500.00)
      • -------- Dummy Unit --------
      • Unit - Create 1 Dummy unit for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
      • Set DummyUnit[ArrayVariable] = (Last created unit)
      • Unit - Order DummyUnit[ArrayVariable] to Move To Point[ArrayVariable]
  • Trigger2
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ExplosionDelay[ArrayVariable] Greater than 0.00
        • Then - Actions
          • Set ExplosionDelay[ArrayVariable] = (ExplosionDelay[ArrayVariable] - 0.10)
        • Else - Actions
      • For each (Integer A) from 1 to ArrayVariable, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in (Units within 300.00 of Point[(Integer A)]) and do (Actions)
            • Loop - Actions
              • Set GroupVariable[(Integer A)] = (Last created unit group)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ExplosionDelay[ArrayVariable] Less than 0.10
                • Then - Actions
                  • Unit - Order DummyUnit[ArrayVariable] to Attack (Picked unit)
                  • Unit - Cause (Picked unit) to damage circular area after 0.00 seconds of radius 300.00 at Point[ArrayVariable], dealing Nuke_Damage damage of attack type Spells and damage type Normal
                • Else - Actions
 
Level 9
Joined
Oct 11, 2009
Messages
477
Don't use the "Damage Area" unit action. Use unit groups. If you use that, it won't filter any unit which includes itself in the damage queue.
 
Level 33
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Mar 27, 2008
Messages
8,035
Damage Area would result in a, mass die in that certain area right ?
It doesn't care if you, your allies, or your enemies, ALL units will be damaged

"...The dummy unit doesnt attack, which makes it kill itself."
"...The only problem is my dummy unit doesnt die..."
Those two statements is a bit weird, WHY?
You said that your dummy doesn't attack BUT DIE, and then you said that you dummy unit DOES NOT DIE, well, what is it the real thing here...?
Your dummy unit dies, or not ?
And, I still think Damage Area action is causing all units under the effect of the area to die with it
 
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