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[Trigger] Trigger Problem

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Level 12
Joined
Apr 26, 2008
Messages
830
hey guys i have a problem it´s making me crazy ... well i got a "mass entagle" spell and it´s great it only had one problem the caster doesn´t get any xp when killing the unit.. so i changed from (triggering unit) to (casting unit) and the caster became xp BUT here comes the problem it only entagle one unit now:bored:... the picture is attached... i will give +rep to the one who helps me...
 

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I´m working on it.
EDIT
  • Ice Age
    • Events
      • Unit - A unit starts casting an ability.
    • Conditions
      • (Ability being cast) Equal to Ice Age
    • Actions
      • Set ME_Point[1] = (Position of (Casting unit))
      • Unit - Create 1 Ice Age for (Owner of (Casting unit)) at (ME_Point[1]) facing blabla degrees
      • Set Lastcreatedunit[5] = (Last created unit)
      • Set ME_Group = (Units within 400.00 of ME_Point[1] matching ((((Matching unit) is Ein Gebäude) Gleich False) and ((((Matching unit) is Immun gegen Magie) Gleich False) and ((((Matching unit) is alive) Gleich True) and (((Matching unit) belongs to an enemy of (Owner of (Cas
      • Unit Group - Pick every unit in ME_Group and do (Actions)
        • Loop - Actions
          • Set ME_Point[2] = (Position of (Picked unit))
          • Unit - Create 1 Entagler for (Owner of (Casting unit)) at ME_Point[2] facing Vorgabe für Gebäude-Ausrichtung degrees
          • Unit - Add a 1.00 second Standard expiration timer to (Last created unit)
          • Unit - Set level of Ice Age abillity(entangle) for (Last created unit) to (Level of Ice Age for (Casting unit))
          • Unit - Order (Last created unit) to Nachtelf-Hüter des Hains - 'Wucherwurzeln' (Picked unit)
          • Custom script: call RemoveLocation (udg_ME_Point[2])
      • Custom script: call RemoveLocation (udg_ME_Point[1])
      • Custom script: call DestroyGroup (udg_ME_Group)
      • Wait (5.00 + (1.00 x (Real((Level of Ice Age for (Casting unit)))))) seconds
      • Unit - Remove Lastcreatedunit[5] from the game
Removed leaks, optimized it, but still bugs. I´ve currently no solution. Sorry.
 
Level 3
Joined
Oct 20, 2007
Messages
32
Store the caster with a variable and make the entangling do 0 damage. Then store all the units in the area in another variable. Then make a trigger that says:

  • Event
  • every 1.00 second of game time
  • Conditions
  • Actions
  • Order nameofyourCastervariable to deal # damage UnitGroupVariable of damage type spells
Edit - have this trigger set to off, and put in your original trigger "turn on TimerTrigger. Wait x seconds. Turn off TimerTrigger"
 
Level 12
Joined
Apr 26, 2008
Messages
830
Store the caster with a variable and make the entangling do 0 damage. Then store all the units in the area in another variable. Then make a trigger that says:

  • Event
  • every 1.00 second of game time
  • Conditions
  • Actions
  • Order nameofyourCastervariable to deal # damage UnitGroupVariable of damage type spells
Edit - have this trigger set to off, and put in your original trigger "turn on TimerTrigger. Wait x seconds. Turn off TimerTrigger"

i tried this already..
 
Level 3
Joined
Oct 20, 2007
Messages
32
  • Cast
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in YourSpellArea matching (((Matching unit) belongs to an enemy of (Owner of YourCaster)) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Cause YourCaster to damage (Picked unit), dealing ((Real((Level of yourspell for YourCaster))) x 5.00) damage of attack type Spells and damage type Normal
Set this to off initially, and have a set of actions in your original trigger that turn it on, wait x seconds, and turn it off again.
 
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