Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Barrel of explosion
Then - Actions
Set CV_Count = (CV_Count + 1)
Unit - Set the custom value of (Picked unit) to CV_Count
Else - Actions
Set CV_Count = (CV_Count + 1)
Unit - Set the custom value of (Picked unit) to CV_Count
Set TimeBomb[CV_Count] = (Integer(TimeBomeIntegers[2]))
The trigger that determinites what should happend when you use the item.
Time bomb Item
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Time bomb
Actions
Set TimeBombLocations[0] = (Position of (Triggering unit))
Unit - Create 1 Barrel of explosion for (Owner of (Triggering unit)) at TimeBombLocations[1] facing Default building facing degrees
Set CV_Count = (CV_Count + 1)
Unit - Set the custom value of (Last created unit) to CV_Count
Set TimeBomb[CV_Count] = (Integer(TimeBomeIntegers[2]))
Item - Remove (Item being manipulated)
Moving the timers 1 below its self each time\killing the bombs when reach 0.
Time Bomb Count
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Set TimeBombGroup[0] = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Barrel of explosion))
Unit Group - Pick every unit in TimeBombGroup[0] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is alive) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TimeBomb[(Custom value of (Picked unit))] Less than or equal to 0
Then - Actions
Set TimeBomb[(Custom value of (Picked unit))] = (Integer(TimeBomeIntegers[2]))
Floating Text - Destroy TimeBombFT[(Custom value of (Picked unit))]
Set TimeBombLocations[0] = (Position of (Picked unit))
Unit - Kill (Picked unit)
Set TimeBombGroup[1] = (Units within BombRange of TimeBombLocations[0])
Unit Group - Pick every unit in TimeBombGroup[1] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to Barrel of explosion
Then - Actions
Set TimeBombLocations[1] = (Position of (Picked unit))
Unit - Cause (Picked unit) to damage (Picked unit), dealing (TimeBomeIntegers[0] - (Distance between TimeBombLocations[1] and TimeBombLocations[0])) damage of attack type Spells and damage type Normal
Set TimeBombLocations[1] = (Position of (Picked unit))
Unit - Kill (Picked unit)
Unit - Cause (Picked unit) to damage (Picked unit), dealing (TimeBomeIntegers[0] - (Distance between TimeBombLocations[1] and TimeBombLocations[0])) damage of attack type Spells and damage type Normal
Destructible - Pick every destructible within BombRange of (Position of (Picked unit)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current life of (Picked destructible)) Less than or equal to TimeBomeIntegers[1]
Then - Actions
Destructible - Kill (Picked destructible)
Else - Actions
Destructible - Set life of (Picked destructible) to ((Current life of (Picked destructible)) - TimeBomeIntegers[1])
Else - Actions
Else - Actions
Set TimeBomb[(Custom value of (Picked unit))] = (TimeBomb[(Custom value of (Picked unit))] - 1)
Floating Text - Destroy TimeBombFT[(Custom value of (Picked unit))]
Floating Text - Create floating text that reads (String(TimeBomb[(Custom value of (Picked unit))])) above (Picked unit) with Z offset 0.00, using font size 7.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set TimeBombFT[(Custom value of (Picked unit))] = (Last created floating text)
Else - Actions
Floating Text - Destroy TimeBombFT[(Custom value of (Picked unit))]
12th Dec 2015
IcemanBo: Too long time as NeedsFix. Rejected.
12:06, 20th Feb 2010
TriggerHappy:
Use hashtables, not custom value. This will never get approved with the use of custom value. You also leak a lot. You need a correct preview image...
12th Dec 2015
IcemanBo: Too long time as NeedsFix. Rejected.
12:06, 20th Feb 2010
TriggerHappy:
Use hashtables, not custom value. This will never get approved with the use of custom value. You also leak a lot. You need a correct preview image too.
Unit* - Cause (Picked unit) to damage (Picked unit), dealing (500.00 - (Distance between (Position of (Picked unit)) and TimeBombLocation)) damage of attack type Incantesimi and damage type Normale
Cause (Picked unit)? why not Caster?
could put the damage is reduced automatically depending on the distance
nice
Edit: Well.. i didnt put caster because its not a spell =] its sort of an item.. that is based on a spell so i used "unit uses an item" instead.. was easier for meh i supose..
i cant call this a system allso..
Edit2: Comeon ppl.. 7 downloads, and only 1 comment?..
Unit - Cause (Picked unit) to damage (Picked unit), dealing (TimeBombDamage[0] - (Distance between (Position of (Picked unit)) and TimeBombLocation)) damage of attack type Spells and damage type Normal
Leaks a location
Set TimeBombLocation = (Position of (Picked unit))
Was never cleared in the loop
Destructible - Pick every destructible within BombRange of (Position of (Picked unit)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current life of (Picked destructible)) Less than or equal to TimeBombDamage[1]
Then - Actions
Destructible - Kill (Picked destructible)
Else - Actions
Destructible - Set life of (Picked destructible) to ((Current life of (Picked destructible)) - TimeBombDamage[1])
Leaks a location, also it can destroy bridges and other type of destructables not only trees. But you can always use an filter for that.
- Spells that require the custom value of a unit are very complicated, since the systems used in most of maps has systems that require it too, which messes up alot of stuff.
- You can do the spell with an expiration timer for the unit and ability "AOE damage upon deaths" from the "Goblin Mines", which too allows you to configure range, damage, delay.
- Many 'bomb' spells are already made, you might want to add some extra effects, like slow or somekind of fire, afterwards when the bomb explodes, or shrapnels for example.
- Lacks a proper screenshot.
But well.. thats the point, isnt it?
to make it behing able to destroy bridges, and allow to invade town, or w/e..
it can be thought of it as a problem, while i think of it as a add.. but since you gave me such a nice help, ill fix everything you sayd, thanks =]
i apriceate that.
Edit: just readed the outside of the "hide".. and i guess your right =] ill fix it and make it fancier. i fixed all leaks and bugs you sayd me to.. like bridges, or so on.
fixed locations, and thanks again, ill add a screen shot in a sec.
Edit2: forget it.. i got no time to make this thing work.. and ill just use it in my map.. was gonna try to make it get aproved.. but it seems i cant..
so sorry, if a mod wanna remove this.. he can really do that..
Edit: Triggerhappy.. i wont ever make it to use hashtables..
not because i dont want to, because i cant..
i just never understended hashtables... so im pretty sure i wont sucsued making it working based on hashtables. bout the leaks, ill solve it now quickly..
edit2: updated allready.. fixed as much leaks as i saw..
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.