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Spell GUI trigger malfunctioning

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Oct 30, 2009
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5176045974_0c9588f04a_b_d.jpg

Sorry its kinda hard to see
 
  • Confusion Ray
    • События
      • Боевая единица - A unit Начинает применять способность
    • Условия
      • (Ability being cast) равно Confusion Ray
    • Действия
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Если - Условия
          • (Level of Confusion Ray for (Triggering unit)) равно 1
        • То - Действия
          • For each (Integer A) from 1 to 10, do (Actions)
            • Цикл - Действия
              • Боевая единица - Create 1 CRD for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Стандартная ориентация зданий degrees
              • Set CRDU[(Integer A)] = (Last created unit)
              • Боевая единица - Order (Last created unit) to Двигаться (Target point of ability being cast)
              • Wait 0.05 seconds
          • Wait ((Distance between (Position of (Triggering unit)) and (Target point of ability being cast)) / 270.00) seconds
          • For each (Integer A) from 1 to 10, do (Actions)
            • Цикл - Действия
              • Боевая единица - Kill CRDU[(Integer A)]
        • Иначе - Действия
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Если - Условия
          • (Level of Confusion Ray for (Triggering unit)) равно 2
        • То - Действия
          • For each (Integer A) from 1 to 15, do (Actions)
            • Цикл - Действия
              • Боевая единица - Create 1 CRD for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Стандартная ориентация зданий degrees
              • Set CRDU[(Integer A)] = (Last created unit)
              • Боевая единица - Order (Last created unit) to Двигаться (Target point of ability being cast)
              • Wait 0.05 seconds
          • Wait ((Distance between (Position of (Triggering unit)) and (Target point of ability being cast)) / 270.00) seconds
          • For each (Integer A) from 1 to 15, do (Actions)
            • Цикл - Действия
              • Боевая единица - Kill CRDU[(Integer A)]
        • Иначе - Действия
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Если - Условия
          • (Level of Confusion Ray for (Triggering unit)) равно 3
        • То - Действия
          • For each (Integer A) from 1 to 20, do (Actions)
            • Цикл - Действия
              • Боевая единица - Create 1 CRD for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Стандартная ориентация зданий degrees
              • Set CRDU[(Integer A)] = (Last created unit)
              • Боевая единица - Order (Last created unit) to Двигаться (Target point of ability being cast)
              • Wait 0.05 seconds
          • Wait ((Distance between (Position of (Triggering unit)) and (Target point of ability being cast)) / 270.00) seconds
          • For each (Integer A) from 1 to 20, do (Actions)
            • Цикл - Действия
              • Боевая единица - Kill CRDU[(Integer A)]
        • Иначе - Действия
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Если - Условия
          • (Level of Confusion Ray for (Triggering unit)) равно 4
        • То - Действия
          • For each (Integer A) from 1 to 25, do (Actions)
            • Цикл - Действия
              • Боевая единица - Create 1 CRD for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Стандартная ориентация зданий degrees
              • Set CRDU[(Integer A)] = (Last created unit)
              • Боевая единица - Order (Last created unit) to Двигаться (Target point of ability being cast)
              • Wait 0.05 seconds
          • Wait ((Distance between (Position of (Triggering unit)) and (Target point of ability being cast)) / 270.00) seconds
          • For each (Integer A) from 1 to 25, do (Actions)
            • Цикл - Действия
              • Боевая единица - Kill CRDU[(Integer A)]
        • Иначе - Действия
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Если - Условия
          • (Level of Confusion Ray for (Triggering unit)) равно 5
        • То - Действия
          • For each (Integer A) from 1 to 20, do (Actions)
            • Цикл - Действия
              • Боевая единица - Create 1 CRD for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Стандартная ориентация зданий degrees
              • Set CRDU[(Integer A)] = (Last created unit)
              • Боевая единица - Order (Last created unit) to Двигаться (Target point of ability being cast)
              • Wait 0.05 seconds
          • Wait ((Distance between (Position of (Triggering unit)) and (Target point of ability being cast)) / 270.00) seconds
          • For each (Integer A) from 1 to 20, do (Actions)
            • Цикл - Действия
              • Боевая единица - Kill CRDU[(Integer A)]
        • Иначе - Действия
          • Do nothing
here lol, it in russian thats y i made a screen shot (sorry) i need it to fire a beam from my unit to another point where the spell is casted , the ray is made of dummy units with locust ability
 
Here's my SUPER AWESOME translating attempt
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If
      • (Level of Confusion Ray for (Triggering unit)) equals to 1
    • Then
      • For each (Integer A) from 1 to 10, do (Actions)
        • Do
          • Unit - Create 1 CRD for (Owner of (Triggering unit)) at (Position of (Triggering unit)) "facing over 9000" degrees
          • Set CRDU[(Integer A)] = (Last created unit)
          • Unit - Order (Last created unit) to Двигаться (Target point of ability being cast)
          • Wait (0.5) seconds
      • Wait ((Distance between (Position of (Triggering unit)) and (Target point of ability being cast)) / 270.00) seconds
      • For each (Integer A) from 1 to 10, do (Actions)
        • Do
          • unit - Kill CRDU[(Integer A)]
    • Else
      • Do nothing
 
Normally Loops don't like wait actions very much and you don't need create 10 dummy units, create just one and issue it to cast the spell ten times. You should create a timer that will repeat ten times and in every repetition to issue the unit to cast the spell. Ah and you have a location leak, save the local in one variable and remove it after.
 
If you are to order a dummy unit to cast an ability, it will need a total of 0.75 seconds before it can be fired again
We can prevent this from happening by moving the unit or order the unit to do SOMETHING else
Do NOT order your dummy to cast the spell multiple of time as it will cause the unit to stop for 0.75 seconds
Use a method known as "Animation Cancelling"
It cancels the animation so that the spell can be casted consecutively in a short time
Try cast "Roar" spell and after that, DO NOT TOUCH ANYTHING
You will notice at the "Roar" icon ability, the border is still bolded with white line, correct?
THIS is what they call an animation-casting spell
To prevent this, try cast Roar and move your unit
You will see the white border line on the icon will immediately dissapear
That way, your unit can cast the spell consecutively
 
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