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Triggering Immolation

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Level 10
Joined
Apr 13, 2005
Messages
630
  • Water Form
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • ((Triggering unit) has buff Immolation (Caster)) Equal to True
      • (Ability being cast) Equal to Water Form
    • Actions
      • Hero - Modify Agility of (Triggering unit): Add 23
      • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + 1000.00)
      • Set waterFormCaster[(Player number of (Triggering player))] = (Casting unit)
      • Unit Group - Add (Triggering unit) to WaterForm
      • Trigger - Turn on Water Form Copy <gen>
  • Water Form Copy
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in WaterForm) Greater than 0
          • (waterFormCaster[(Player number of (Triggering player))] has buff Immolation (Caster)) Equal to False
        • Then - Actions
          • Hero - Modify Agility of (Triggering unit): Subtract 23
          • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - 1000.00)
          • Unit Group - Remove waterFormCaster[(Player number of (Triggering player))] from WaterForm
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in WaterForm) Equal to 0
        • Then - Actions
          • Unit Group - Remove all units from WaterForm
        • Else - Actions
 
Level 5
Joined
Sep 28, 2010
Messages
75
I tried it with standard activatable/deactivatable immolation (based off Night Elf)
The results are it was detected by:
-No target Order
-Begins channeling an ability
-Begins casting an ability
-Starts the effect of an ability
-Finishes casting an ability
-Stop casting an ability

I am using Warcraft III version 1.24b btw.
 

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Level 10
Joined
Apr 13, 2005
Messages
630
I'm using the most recent update 1.26. I have tried those abilitys but they dont work. I'll test the map u sent in a sec

Edit* so it seems to have worked in ur test map but in my map it aint working. maybe its the condition thats screwing with it

Edit Edit* Better yet do you know of a way to say in a condition if ur activating it or not?
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
I hope you can read this trigger and understand it.
If you do not, ask me;
  • Immolation Orders
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(immolation))
        • Then - Actions
          • Game - Display to (All players) the text: ACTIVATE IMMOLATION
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Issued order) Equal to (Order(unimmolation))
            • Then - Actions
              • Game - Display to (All players) the text: DEACTIVATE IMMOLATI...
            • Else - Actions
Order Comparison Condition.
 
Level 10
Joined
Apr 13, 2005
Messages
630
Works beautifully but can you help me again.
  • Unit - Set life of (Ordered unit) to ((Life of (Ordered unit)) + 1000.00)
in that trigger i used this. Now it only works for the deactivation when i subtract the hp. It wont add the hp. I changed the trigger around a couple of times. If this wont work I'll just add an upgrade and downgrade it when deactivated
 
Level 7
Joined
Dec 31, 2011
Messages
249
I hope you can read this trigger and understand it.
If you do not, ask me;
  • Immolation Orders
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(immolation))
        • Then - Actions
          • Game - Display to (All players) the text: ACTIVATE IMMOLATION
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Issued order) Equal to (Order(unimmolation))
            • Then - Actions
              • Game - Display to (All players) the text: DEACTIVATE IMMOLATI...
            • Else - Actions
Order Comparison Condition.

That works, but that trigger checks any order with no target for any unit on the map. For just one spell is no problems, but many spells created that way can cause lags on all map, especially on weak computers.
Better way is register just unit which learns/gains the ability for event for that trigger.
 
Level 5
Joined
Sep 28, 2010
Messages
75
Activating Immolation can be detected this way:
  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Immolation
  • Actions
    • -blah-
You still have to use defskull's way to detect the deactivating of immolation, though.
 
Level 10
Joined
Apr 13, 2005
Messages
630
Works beautifully but can you help me again.
  • Unit - Set life of (Ordered unit) to ((Life of (Ordered unit)) + 1000.00)
in that trigger i used this. Now it only works for the deactivation when i subtract the hp. It wont add the hp. I changed the trigger around a couple of times. If this wont work I'll just add an upgrade and downgrade it when deactivated

Can anyone answer this
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Show us your trigger, it should work if you followed exactly the trigger.
Works fine;
  • Melee Initialization
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(immolation))
        • Then - Actions
          • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + 100.00)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Issued order) Equal to (Order(unimmolation))
            • Then - Actions
              • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - 100.00)
            • Else - Actions
 
Level 10
Joined
Apr 13, 2005
Messages
630
  • Water Form Copy
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Unit-type of (Ordered unit)) Equal to |c003E4DD7Naga Siren|r
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(immolation))
        • Then - Actions
          • Hero - Modify Agility of (Triggering unit): Add 23
          • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + 1000.00)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(unimmolation))
        • Then - Actions
          • Hero - Modify Agility of (Triggering unit): Subtract 23
          • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - 1000.00)
        • Else - Actions
 
Level 10
Joined
Apr 13, 2005
Messages
630
OoO thats why. I screwed up. I meant for the hero to gain hp not restore and take away.
Example
Unit base hp is 500. Activates ability.... gains +100. Current hp is 600
Deactivates Ability Loses -100. Current hp is 500

It wont allow me to trigger this and I've never messed with upgrades to really understand that
 
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