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Trigger Ideas? (Don't know where to begin)

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Level 3
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Sep 9, 2015
Messages
56
So I'm creating a custom ability called "Electric Charge" in which the caster
aims at the target unit then takes time to generate the desired electric power (it takes 6-8 seconds), and when the generation is complete, the electric projectile is hurled to the target unit suffering massive damage (not AoE / single unit target).

ONLY it has Conditions:
* When the enemy leaves the acquisition range of the ability while the generation has not completed yet, the generation will stop causing explosion within the caster, and for conclusion, the caster suffers.
* If the target unit is in the water, the damage done by the electric projectile is now AoE.
 
Level 10
Joined
Apr 4, 2010
Messages
509
Here's the basic idea.
  • Start
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • Set EC_Caster = (Casting unit)
      • Set EC_Point = (Target point of ability being cast)
      • Set EC_ChargeDuration = 0.00
  • Charging
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • -------- Increase size of electric ball --------
      • Set EC_ChargeDuration = (EC_ChargeDuration + 0.10)
      • -------- Checking if target is out of range --------
      • Set EC_DistanceFromTarget = (Distance between (Position of EC_Caster) and (Position of EC_Target))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • EC_DistanceFromTarget Greater than or equal to 800.00
        • Then - Actions
          • -------- Explode in the face --------
          • Set EC_FullyCharged = False
          • Unit - Order EC_Caster to Stop
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • EC_ChargeDuration Greater than or equal to 6.00
            • Then - Actions
              • Set EC_FullyCharged = True
            • Else - Actions
  • Launch or Explode
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • EC_FullyCharged Equal to True
        • Then - Actions
          • -------- Launch projectile at target --------
        • Else - Actions
          • -------- Explode in the face --------
  • Launch Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • -------- Move ball closer. --------
      • -------- If ball is in range of target, the explode ball --------
      • -------- Check if target is standing in water --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Terrain pathing at EC_Point of type Floatability is off) Equal to False
        • Then - Actions
          • -------- Do AoE damage --------
        • Else - Actions
          • -------- Do single target damage --------
 
Level 3
Joined
Sep 9, 2015
Messages
56
Reply

Here's the basic idea.
  • Start
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • Set EC_Caster = (Casting unit)
      • Set EC_Point = (Target point of ability being cast)
      • Set EC_ChargeDuration = 0.00
  • Charging
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • -------- Increase size of electric ball --------
      • Set EC_ChargeDuration = (EC_ChargeDuration + 0.10)
      • -------- Checking if target is out of range --------
      • Set EC_DistanceFromTarget = (Distance between (Position of EC_Caster) and (Position of EC_Target))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • EC_DistanceFromTarget Greater than or equal to 800.00
        • Then - Actions
          • -------- Explode in the face --------
          • Set EC_FullyCharged = False
          • Unit - Order EC_Caster to Stop
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • EC_ChargeDuration Greater than or equal to 6.00
            • Then - Actions
              • Set EC_FullyCharged = True
            • Else - Actions
  • Launch or Explode
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • EC_FullyCharged Equal to True
        • Then - Actions
          • -------- Launch projectile at target --------
        • Else - Actions
          • -------- Explode in the face --------
  • Launch Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • -------- Move ball closer. --------
      • -------- If ball is in range of target, the explode ball --------
      • -------- Check if target is standing in water --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Terrain pathing at EC_Point of type Floatability is off) Equal to False
        • Then - Actions
          • -------- Do AoE damage --------
        • Else - Actions
          • -------- Do single target damage --------

Seems very good. I'll try your idea, mon!
Thanks!
 
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