- Joined
- Oct 10, 2009
- Messages
- 439
Deceptive it may be, but the Title is quite literally what is happening.
Basically, this kahmehahehaheauhea spell I have creates a literal line of dummies to simulate the 'beam' effect, but this line has massive and random holes within it, and by random I mean random. Some times there are holes in the beam and sometimes there is none. Also, the beam isn't flying its full length randomly aswell.
I have tried so many different methods to fix this, Heck. I've even tried using the script method of moving the unit to the set point.
Anywho, here's the offending trigger: (NOTE, I HAVE NO IDEA if it is this trigger or another that is in my map thats screwing everything over, Also, I know this spell is not mui. It does not need to be for this purpose)
Edit: Here's the lingo:
Also, if anyone could fix the 'lag' present in my map, I'll give them my first born child.
Map is attached for reference, requires newgen.
View attachment 120961
Oh, almost forgot. Yes, I know there terrain is almost a copa pasta of FOC's terrain, but thats all I want (For now)
Basically, this kahmehahehaheauhea spell I have creates a literal line of dummies to simulate the 'beam' effect, but this line has massive and random holes within it, and by random I mean random. Some times there are holes in the beam and sometimes there is none. Also, the beam isn't flying its full length randomly aswell.
I have tried so many different methods to fix this, Heck. I've even tried using the script method of moving the unit to the set point.
Anywho, here's the offending trigger: (NOTE, I HAVE NO IDEA if it is this trigger or another that is in my map thats screwing everything over, Also, I know this spell is not mui. It does not need to be for this purpose)
Edit: Here's the lingo:
- Dummy effect 3: Is the leading 'Head' of the beam, basically a larger ball.
- Dummy effect 1: Is a smaller version of the 'Head' beam.
- Khamehame_Number: Is an IDX of the type of Khame, basically 0 or 1 which changes the beams color.
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G Khameloop
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Events
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Time - Every 0.02 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in UG_KHAMA and do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Picked unit)) Equal to (==) Dummy (Effect 3)
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Then - Actions
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Unit - Pause Kamehameha_Caster
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Set BooleanTemp = False
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Set Point[0] = (Position of (Picked unit))
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Set Point[1] = (Point[0] offset by 27.00 towards (Facing of (Picked unit)) degrees)
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Set KhameIDX = (KhameIDX + 1)
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Set Unit = (Picked unit)
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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KhameIDX Greater than or equal to (>=) 2
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Then - Actions
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Set KhameIDX = 0
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Create ubersplat at Point[0] of type Thunder Clap with color (255.00%, 255.00%, 255.00%) and 0.00% transparency (Disable paused state, Disable skipping birth time)
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Ubersplat - Change (Last created ubersplat): Enable render always state
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Ubersplat - Finish (Last created ubersplat)
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Ubersplat - Show (Last created ubersplat)
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Unit - Create 1 Dummy (Effect 1) for (Owner of Kamehameha_Caster) at Point[0] facing (Angle from Point[0] to Point[1]) degrees
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Set Unit = (Last created unit)
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Kamehameha_Number Equal to (==) 1
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Then - Actions
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Animation - Change (Last created unit)'s vertex coloring to (100.00%, 80.00%, 0.00%) with 0.00% transparency
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Else - Actions
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Unit - Turn collision for (Last created unit) Off
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Custom script: call SetUnitX(udg_Unit, GetLocationX(udg_Point[0]))
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Custom script: call SetUnitY(udg_Unit, GetLocationY(udg_Point[0]))
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Animation - Change (Last created unit)'s animation speed to 0.00% of its original speed
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Unit Group - Add (Last created unit) to KhameGroup
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Else - Actions
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Set Unit = (Picked unit)
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Terrain pathing at Point[1] of type Flyability is off) Equal to (==) False
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Then - Actions
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Unit - Move (Picked unit) instantly to Point[1]
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Else - Actions
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Set Group = (Units within 300.00 of Point[1] matching ((((Matching unit) belongs to an enemy of (Owner of Kamehameha_Caster)) Equal to (==) True) and ((((Matching unit) is dead) Equal to (==) False) and ((Level of Invulnerable (Neutral) for (Matching unit)) Equal to (==)
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Unit Group - Pick every unit in Group and do (Actions)
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Loop - Actions
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Set Points[1] = (Position of (Picked unit))
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Set Points[2] = (Points[1] offset by (15.00 + (Real(Kamehameha_Ability_Level))) towards (Facing of Unit) degrees)
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Set Units[1] = (Picked unit)
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked unit) is in UG_KHAMEDAMAGE) Equal to (==) False
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Then - Actions
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Unit - Cause Kamehameha_Caster to damage (Picked unit), dealing Kamehameha_Damage_Total damage of attack type Spells and damage type Magic
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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Set BooleanTemp = True
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Unit Group - Add (Picked unit) to UG_KHAMEDAMAGE
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Terrain pathing at Point[2] of type Walkability is off) Equal to (==) False
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Then - Actions
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Custom script: call SetUnitX(udg_Units[1], GetLocationX(udg_Points[2]))
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Custom script: call SetUnitY(udg_Units[1], GetLocationY(udg_Points[2]))
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Else - Actions
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Custom script: call RemoveLocation(udg_Points[1])
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Custom script: call RemoveLocation(udg_Points[2])
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Custom script: call DestroyGroup(udg_Group)
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked unit) is alive) Equal to (==) False
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Then - Actions
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Unit Group - Remove (Picked unit) from UG_KHAMA
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Set Group = (Units within 600.00 of Point[1] matching ((((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to (==) True) and ((((Matching unit) is dead) Equal to (==) False) and ((Level of Invulnerable (Neutral) for (Matching unit)) Equal to (==) 0))
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Create ubersplat at Point[0] of type Death Human Large Building with color (255.00%, 255.00%, 255.00%) and 0.00% transparency (Disable paused state, Disable skipping birth time)
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Ubersplat - Change (Last created ubersplat): Enable render always state
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Ubersplat - Finish (Last created ubersplat)
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Ubersplat - Show (Last created ubersplat)
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Environment - Create a 3.00 second Normal ripple deformation at Point[1] with starting radius 1024.00, ending radius 1024.00, and depth 32.00, using 1.00 second ripples spaced 512.00 apart
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Unit - Remove (Last created unit) from the game
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Unit - Create 1 Dummy (Effect 4) for (Owner of Kamehameha_Caster) at Point[0] facing (Angle from Point[0] to Point[1]) degrees
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Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
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Unit - Unpause Kamehameha_Caster
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Animation - Change Kamehameha_Caster's animation speed to 100.00% of its original speed
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Special Effect - Create a special effect at Point[1] using Abilities\Spells\Orc\EarthQuake\EarthQuakeTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Player Group - Pick every player in (All players) and do (Actions)
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Loop - Actions
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Camera - Stop swaying/shaking the camera for (Picked player)
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Unit Group - Pick every unit in Group and do (Actions)
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Loop - Actions
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Unit - Cause Kamehameha_Caster to damage (Picked unit), dealing Kamehameha_Damage_Total damage of attack type Spells and damage type Magic
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Unit Group - Pick every unit in KhameGroup and do (Actions)
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Loop - Actions
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Unit Group - Remove (Picked unit) from KhameGroup
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Unit - Remove (Picked unit) from the game
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Unit Group - Pick every unit in UG_KHAMEDAMAGE and do (Actions)
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Loop - Actions
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Unit Group - Remove (Picked unit) from UG_KHAMEDAMAGE
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Unit - Remove (Picked unit) from the game
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Custom script: call DestroyGroup(udg_Group)
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Trigger - Turn off (This trigger)
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Else - Actions
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Custom script: call RemoveLocation(udg_Point[0])
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Custom script: call RemoveLocation(udg_Point[1])
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Else - Actions
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Also, if anyone could fix the 'lag' present in my map, I'll give them my first born child.
Map is attached for reference, requires newgen.
View attachment 120961
Oh, almost forgot. Yes, I know there terrain is almost a copa pasta of FOC's terrain, but thats all I want (For now)
Last edited by a moderator:



















, then just use the triggers to apply the effects of the spell, similar to what you do (meaning damage, terrain destruction, deformation so forth). So basically I would try to skip most special effects and dummy units - however as I have only the jass version currently, and have made no real test with a GUI one, I figure I might have to add more than I currently consider.