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[Trigger] Suggestions and questions for a GUI spell

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Level 25
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I've gone and made a hero with a passive called arcane bolts, it creates an active bolt that goes where it pleases but is leashed to the caster.

I just really need an alternative as my first attempt at making it has made it rather leaky and annoying.

So far I have set to where the intelligence acts as a direct link to the damage of each bolt, while strength allows the bolts to last for a longer duration, and finally agility determining how quickly the bolts move.

I am open to making it an toggle ability, whichever proves easier, but I would prefer a passive.

I have three abilities that modify the bolts:

- obliteras - which simply upon cast takes an existing bolt and doubles it's damage as well as changing it's appearance. Hitting the ability twice will boost it by 150% and will make it deal an aoe slow. Three casts makes it deal 4x the damage and stuns.

- synthesis - splits an existing orb into two smaller bolts that seek out corpses and transforms them into skeletons, two casts it reanimated for a very short duration, and three casts will cause the two bolts to explode the corpses dealing a portion of the corpse's maximum health.

- the ultimate I planned was to be a simple hyper mode that increases the bolts speed and rate at which they spawn and allows it to be used as long as the caster has mana. If the mana runs out it feeds off the caster's health at twice the cost.

Here's my limitations:

- must be GUI / triggers
- I want a number of options that can be directly linked to the here's stats (I.e. intelligence modifies the damage.)
- I'm not terrible with custom script or hashtables

This is not a request for someone to make it for me, i need some pointers and perhaps a pointer to point in the right direction.

If you wish to see my 'Attempt' you'll have to wait a day or two, I'll get it up soon.
 
a trigger would help also my tutorial may help you with triggering spells. spells should also use an indexing method instead of hashtables as hashtables are slower. i explain indexing and a lot of other things to help a GUIer get better. http://www.hiveworkshop.com/forums/tutorial-submission-283/things-gui-user-should-know-233242/

Any questions feel free to ask. once u get a trigger poste i could help u more.

Also since this is just to get suggestions it should not be in this forum. it should be in the World editor forum.

In case you dont know here is http://www.hiveworkshop.com/forums/miscellaneous-tutorials-456/how-easily-post-triggers-163285/
 
Level 25
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I think more people (including me) will be able to help you if you posted the triggers... but I already have an idea to as how you can do this finely... Also, what do you mean by "an existing orb"?

Sorry "bolts" I seem to jump around it orb or bolt a few times, sorry.

simply put that if no Bolts/Orbs orbit the caster no effect will take place.
Try the map, (get the passive first obviously) then when a bolt pops up cast obliteras.
 
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Level 20
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I can't help you with the original problem, but give me some time and I will do what I can.

Also, the homing missile is, I think kind of easy:

In a periodic trigger, set the position of the target unit in a variable, then order the dummy missile unit to move to that point. You may exploit this simple trigger to create more fun and experimental homing missiles.
 
Level 7
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I can't help you with the original problem, but give me some time and I will do what I can.

Also, the homing missile is, I think kind of easy:

In a periodic trigger, set the position of the target unit in a variable, then order the dummy missile unit to move to that point. You may exploit this simple trigger to create more fun and experimental homing missiles.

It would be interesting if they only curved a little towards nearby targets they are semi homing and not homing o_O
 
I can't help you with the original problem, but give me some time and I will do what I can.

Also, the homing missile is, I think kind of easy:

In a periodic trigger, set the position of the target unit in a variable, then order the dummy missile unit to move to that point. You may exploit this simple trigger to create more fun and experimental homing missiles.

for a homing missile you should set the unit to position of unit ofset by 35 towards target unit every .03 then change change the 35 i have listed here for speed and looks.
and to remove the projectile u need to detect when it hits the enemy. Which means using a unit in range event.
 
Level 33
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Which means using a unit in range event.
You should not use this event as it requires you to register it into an Event which can cause leaks to that trigger if the unit registered is not a Hero and has already dead, the data is still saved to the trigger event, causing it a permanent leak.
Not unless you're advance, in which you can collapse (destroy) the trigger and re-construct it back using data list to register back those living units.

You should just use a periodical check of distance from projectile to the target unit, this is more safe as it can use coordinates.
 
Level 25
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1,798
You should not use this event as it requires you to register it into an Event which can cause leaks to that trigger if the unit registered is not a Hero and has already dead, the data is still saved to the trigger event, causing it a permanent leak.
Not unless you're advance, in which you can collapse (destroy) the trigger and re-construct it back using data list to register back those living units.

You should just use a periodical check of distance from projectile to the target unit, this is more safe as it can use coordinates.


Coordinates?

Would it be too much to ask for an example?
A tiny show piece?

I remember seeing such a trigger using X & Y and it was very efficient, but I cannot recall where I left it; more or less where it originally spawned from either.
 
You should not use this event as it requires you to register it into an Event which can cause leaks to that trigger if the unit registered is not a Hero and has already dead, the data is still saved to the trigger event, causing it a permanent leak.
Not unless you're advance, in which you can collapse (destroy) the trigger and re-construct it back using data list to register back those living units.

You should just use a periodical check of distance from projectile to the target unit, this is more safe as it can use coordinates.

thats a good point didnt think about the distance check.

@devalut
you can always look for a projectile system. there are a few in GUI. Almia has a good one and i believe bribe made one in GUI.
 
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