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[Trigger] Making a Bomb

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Level 3
Joined
Nov 19, 2010
Messages
51
I would like some help with making a certain type of bomb.
When it's placed by a player which will get credit for whatever the bomb kills.

When the bomb explodes it makes 4 cones of fire in 4 directions like so and holds the cones for about 2 seconds. Anyone who hits the flames will die (Even the one who put the bomb):

Behold my leet Paint skills:
2lu5lz6.jpg


How would I achieve this?
 
Level 12
Joined
Feb 22, 2010
Messages
1,115
You can use dummy units - Carrion Swarm or shockwave(shockwave also has a terrain deformation effect)
 
Level 20
Joined
Jul 6, 2009
Messages
1,885
You can use something like this
  • Trigger
    • Events
      • Bomb explodes
    • Conditions
    • Actions
      • Set Loc[0] = (Position of (Triggering unit))
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • For each (Integer B) from 1 to 10, do (Actions)
            • Loop - Actions
              • Set Loc[1] = (Loc[0] offset by (50.00 x (Real((Integer B)))) towards (90.00 x (Real((Integer A)))) degrees)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Terrain pathing at Loc[1] of type Walkability is off) Equal to False
                • Then - Actions
                  • Special Effect - Create a special effect at Loc[1] using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Create 1 Fire for (Owner of (Triggering unit)) at Loc[1] facing Default building facing degrees
                  • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                  • Unit Group - Add (Last created unit) to FireGroup
                  • Custom script: call RemoveLocation(udg_Loc[1])
                • Else - Actions
      • Custom script: call RemoveLocation(udg_Loc[0])
  • Loop
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in FireGroup and do (Actions)
        • Loop - Actions
          • Set Loc[0] = (Position of (Picked unit))
          • Unit - Cause (Picked unit) to damage circular area after 0.00 seconds of radius 20.00 at Loc[0], dealing 9000.00 damage of attack type Spells and damage type Normal
          • Custom script: call RemoveLocation(udg_Loc[0])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is dead) Equal to True
            • Then - Actions
              • Unit Group - Remove (Picked unit) from FireGroup
            • Else - Actions
 
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