• 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!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Trigger] Trigger randomly works

Status
Not open for further replies.
Level 12
Joined
Mar 23, 2008
Messages
942
  • Naruto Bunshin Die
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Naruto bunshin
    • Actions
      • Wait 2.00 seconds
      • Set SpellPoint[0] = (Position of (Entering unit))
      • Special Effect - Create a special effect at SpellPoint[0] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_SpellPoint[0])
Well, sometimes works, sometimes not.
 
Its cause of the wait. Instead, make a dummy unit, with 200 health, model file .mdl, locust ability, and then say
Unit enters playable map area
Action------------------------------------
Create 1 dummy for player 1 (red)
add last created unit to dummy units

And then
Event-----------------------------------
Time - Every .02 seconds
Action----------------------------------
Unit Group - pick every unit in dummy units
Set picked unit life to (picked unit life - 40

And then
Event----------------------------------
Unit dies
Condition------------------------------
Unit is in unit group "Dummy Units"
Action---------------------------------
Unit Group- remove dieing unit from Dummy Units
Special Effect- Create some special effect at position of dying unit
Special Effect- Destroy last created special effect
 
Level 12
Joined
Mar 23, 2008
Messages
942
Uhm... I didn't liked that lol...

If this help, the naruto bunshin is a unit with 2s expiration timer, after it vanish I want to make that sfx effect on it.
I tryed Unit - dies but seems like expiration timer don't count as a death.
 
Level 12
Joined
Mar 23, 2008
Messages
942
You could try unit leaves rect (region)
I tried that but for some reason don't work o.o

  • Naruto Bunshin Die
    • Events
      • Unit - A unit leaves (Playable map area)
    • Conditions
      • (Unit-type of (Leaving unit)) Equal to Naruto bunshin
    • Actions
      • Set SpellPoint[0] = (Position of (Leaving unit))
      • Special Effect - Create a special effect at SpellPoint[0] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_SpellPoint[0])
 
Level 3
Joined
Jul 24, 2007
Messages
40
is the effect getting destroyed before it can be shown?
or
is multiple poofs(lets call them poofs) are going off at the same time
ex: 5 naruto bushin are exploding
if thats the case, since the spell is not mui, that is causing the problem
if you post the spell map ill probably be able to figure it out
 
Level 4
Joined
Sep 9, 2004
Messages
112
Here, try this..

Need 2 variables:
NarutoBunshinTimer (Timer) <-Make it an array = to # of players that use this effect if need be.
NarutoBunshin (Unit) <-Make it an array = to # of players that use this effect if need be.

And the triggers!
  • Naruto Bunshin Enter
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Footman
    • Actions
      • Set NarutoBunshin = (Entering unit)
      • Countdown Timer - Start NarutoBunshinTimer as a One-shot timer that will expire in 2.00 seconds
  • Naruto Bunshin Leaves
    • Events
      • Time - NarutoBunshinTimer expires
    • Conditions
    • Actions
      • Special Effect - Create a special effect at (Position of NarutoBunshin) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Wait 0.50 seconds
      • Special Effect - Destroy (Last created special effect)
      • Set NarutoBunshin = No unit
In my opinion I woul set the timer to end abot .1 seconds faster than his spawn life.. that way it will likely go off at the time of his departure. You may need to tweak the times a bit to get it to go at the same time but I'm pretty shure it will work..if it doesn't then I don't know what will..
 
Level 9
Joined
Oct 17, 2007
Messages
547
From the triggers that you post, theres a simple fix i think change it to this order:

  • Naruto Bunshin Die
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Naruto bunshin
    • Actions
      • Set SpellPoint[0] = (Position of (Entering unit))
      • Wait 2.00 seconds
      • Special Effect - Create a special effect at SpellPoint[0] using
      • Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_SpellPoint[0])
Let me know if it still doesn't work.
 
Level 12
Joined
Mar 23, 2008
Messages
942
I want to know why the "Leaves" function don't work...
I didn't liked any of you guys suggestions, because I really need a MUI interface, and yes, I didn't liked my suggestion too, but it was just a test.

But I think Valdez trigger better...
 
Level 4
Joined
Sep 9, 2004
Messages
112
Mine is MUI if you change both variables to an array and adjust the trigger slightly.. and make a timer trigger for each player.
 
Level 12
Joined
Mar 23, 2008
Messages
942
For some strange reason the following trigger work perfectly:

  • Bunshin Die Copy
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • ((Dying unit) is an illusion) Equal to True
          • (Unit-type of (Dying unit)) Equal to Naruto bunshin
    • Actions
      • Set SpellPoint[0] = (Position of (Dying unit))
      • Special Effect - Create a special effect at SpellPoint[0] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
      • Special Effect - Destroy (Last created special effect)
      • Sound - Play poof_edited <gen> at 100.00% volume, located at SpellPoint[0] with Z offset 0.00
      • Custom script: call RemoveLocation(udg_SpellPoint[0])
 
Status
Not open for further replies.
Top