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[Trigger] Wait Trigger ?

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Level 1
Joined
Jun 24, 2014
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2
Can anybody help me with this one ? i use Wait trigger but it has a little problem, it makes animation trigger being slow:vw_wtf:.
Can anybody solve this problem ?
 

Attachments

  • Omnislash Making.w3x
    349.1 KB · Views: 51
I would see possible flaws, but what do you mean exactly? What do you mean by "it slows the animation trigger"?

For others, the trigers (german editor):

  • Omnislash Cast
    • Ereignisse
      • Einheit - A unit Startet den Effekt einer Fähigkeit
    • Bedingungen
      • (Ability being cast) Gleich Omnislash
    • Aktionen
      • Set PG_Caster = (Casting unit)
      • Set PG_TargetUnit = (Target unit of ability being cast)
      • Set Point[11] = (Position of PG_TargetUnit)
      • Einheit - Pause ein PG_Caster
      • Einheit - Pause ein PG_TargetUnit
      • Einheit - Make PG_Caster Unverwundbar
      • Einheit - Make PG_TargetUnit Unverwundbar
      • Einheit - Move PG_Caster instantly to Point[11], facing (Facing of PG_TargetUnit) degrees
      • Einheit - Add Crow to PG_Caster
      • Einheit - Add Crow to PG_TargetUnit
      • Einheit - Remove Crow from PG_Caster
      • Einheit - Remove Crow from PG_TargetUnit
      • Animation - Change PG_TargetUnit flying height to 300.00 at 1200.00
      • Wait 0.05 seconds
      • Animation - Change PG_Caster flying height to 300.00 at 1200.00
      • Animation - Play PG_Caster's morph animation
      • Wait 1.00 seconds
      • Einheit - Make (Triggering unit) Unverwundbar
      • Set ID = (Custom value of PG_Caster)
      • Set PGCasterPosition[ID] = (Position of PG_TargetUnit)
      • Set PG_Damage[ID] = 1000.00
      • Set PGCaster_Position = (Position of PG_TargetUnit)
      • Spezialeffekt - Create a special effect attached to the chest of PG_Caster using Abilities\Weapons\IllidanMissile\IllidanMissile.mdl
      • Set PGCaster_Effect[ID] = (Last created special effect)
      • Set PentaEdge1[ID] = (PGCasterPosition[ID] offset by 256.00 towards (90.00 + (72.00 x 1.00)) degrees)
      • Set PentaEdge2[ID] = (PGCasterPosition[ID] offset by 256.00 towards (90.00 + (72.00 x 2.00)) degrees)
      • Set PentaEdge3[ID] = (PGCasterPosition[ID] offset by 256.00 towards (90.00 + (72.00 x 3.00)) degrees)
      • Set PentaEdge4[ID] = (PGCasterPosition[ID] offset by 256.00 towards (90.00 + (72.00 x 4.00)) degrees)
      • Set PentaEdge5[ID] = (PGCasterPosition[ID] offset by 256.00 towards (90.00 + (72.00 x 5.00)) degrees)
      • Set PG_NoOfStar[ID] = ((Level of Omnislash for (Triggering unit)) + 2)
      • Set StarCreation[ID] = 5.00
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (PGCaster_Group is empty) Gleich True
        • 'THEN'-Aktionen
          • Trigger - Turn on Omnislash Loop 1 <gen>
        • 'ELSE'-Aktionen
      • Einheitengruppe - Add PG_Caster to PGCaster_Group
      • Einheitengruppe - Add PG_TargetUnit to PG_Enemy


  • Omnislash Loop 1
    • Ereignisse
      • Zeit - Every 0.07 seconds of game time
    • Bedingungen
    • Aktionen
      • Einheitengruppe - Pick every unit in PGCaster_Group and do (Actions)
        • Schleifen - Aktionen
          • Set PG_Caster = (Picked unit)
          • Set ID = (Custom value of PG_Caster)
          • Set PG_Player = (Owner of PG_Caster)
          • Set PGCaster_CurrentPositon = (Position of PG_Caster)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • PG_NoOfStar[ID] > als 0
            • 'THEN'-Aktionen
              • If ((DummySword[1] is alive) Gleich True) then do (Einheit - Remove DummySword[1] from the game) else do (Do nothing)
              • Einheit - Create 1 Sword 1 for Neutral feindlich at PGCaster_CurrentPositon facing Vorgabe für Gebäude-Ausrichtung degrees
              • Einheit - Pause ein (Last created unit)
              • Set DummySword[1] = (Last created unit)
              • Animation - Change (Triggering unit) prop window angle to 90.00
              • Custom script: set bj_wantDestroyGroup = true
              • Einheitengruppe - Pick every unit in PG_Enemy and do (Actions)
                • Schleifen - Aktionen
                  • Set PG_TargetUnit = (Picked unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • 'IF'-Bedingungen
                      • (PG_TargetUnit belongs to an enemy of PG_Player) Gleich True
                    • 'THEN'-Aktionen
                      • Einheit - Create 1 Dummy (Vexorian, Anitarf, Infrane) for PG_Player at PGCaster_Position facing Vorgabe für Gebäude-Ausrichtung degrees
                      • Einheit - Add a 1.00 second Standard expiration timer to (Last created unit)
                      • Einheit - Add Omnislash to (Last created unit)
                      • Einheit - Order (Last created unit) to Menschen-Zauberin - 'Langsam' PG_TargetUnit
                    • 'ELSE'-Aktionen
              • Custom script: set bj_wantDestroyGroup = true
              • Einheitengruppe - Pick every unit in PG_Enemy and do (Actions)
                • Schleifen - Aktionen
                  • Set PG_TargetUnit = (Picked unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • 'IF'-Bedingungen
                      • (PG_TargetUnit belongs to an enemy of PG_Player) Gleich True
                    • 'THEN'-Aktionen
                      • Einheit - Create 1 Dummy (Vexorian, Anitarf, Infrane) for PG_Player at PGCaster_Position facing Vorgabe für Gebäude-Ausrichtung degrees
                      • Einheit - Add a 1.00 second Standard expiration timer to (Last created unit)
                      • Einheit - Add Omnislash to (Last created unit)
                      • Einheit - Order (Last created unit) to Menschen-Zauberin - 'Langsam' PG_TargetUnit
                    • 'ELSE'-Aktionen
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Bedingungen
                  • StarCreation[ID] Gleich 5.00
                • 'THEN'-Aktionen
                  • Animation - Play PG_Caster's Attack Walk Stand Spin Alternate animation
                  • Einheit - Move PG_Caster instantly to PentaEdge4[ID], facing PentaEdge4[ID]
                  • Set StarCreation[ID] = 4.00
                • 'ELSE'-Aktionen
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • 'IF'-Bedingungen
                      • StarCreation[ID] Gleich 4.00
                    • 'THEN'-Aktionen
                      • If ((DummySword[2] is alive) Gleich True) then do (Einheit - Remove DummySword[2] from the game) else do (Do nothing)
                      • Einheit - Create 1 Sword 2 for Spieler 1 (Rot) at PentaEdge1[ID] facing Vorgabe für Gebäude-Ausrichtung degrees
                      • Einheit - Pause ein (Last created unit)
                      • Set DummySword[2] = (Last created unit)
                      • Animation - Play PG_Caster's Attack Walk Stand Spin Alternate animation
                      • Einheit - Move PG_Caster instantly to PentaEdge1[ID], facing PentaEdge3[ID]
                      • Set StarCreation[ID] = 3.00
                    • 'ELSE'-Aktionen
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • 'IF'-Bedingungen
                          • StarCreation[ID] Gleich 3.00
                        • 'THEN'-Aktionen
                          • If ((DummySword[3] is alive) Gleich True) then do (Einheit - Remove DummySword[3] from the game) else do (Do nothing)
                          • Einheit - Create 1 Sword 3 for Spieler 1 (Rot) at PentaEdge3[ID] facing Vorgabe für Gebäude-Ausrichtung degrees
                          • Einheit - Pause ein (Last created unit)
                          • Set DummySword[3] = (Last created unit)
                          • Animation - Play PG_Caster's Attack Walk Stand Spin Alternate animation
                          • Einheit - Move PG_Caster instantly to PentaEdge3[ID], facing PentaEdge5[ID]
                          • Set StarCreation[ID] = 2.00
                        • 'ELSE'-Aktionen
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • 'IF'-Bedingungen
                              • StarCreation[ID] Gleich 2.00
                            • 'THEN'-Aktionen
                              • If ((DummySword[4] is alive) Gleich True) then do (Einheit - Remove DummySword[4] from the game) else do (Do nothing)
                              • Einheit - Create 1 Sword 4 for Spieler 1 (Rot) at PentaEdge5[ID] facing Vorgabe für Gebäude-Ausrichtung degrees
                              • Einheit - Pause ein (Last created unit)
                              • Set DummySword[4] = (Last created unit)
                              • Animation - Play PG_Caster's Attack Walk Stand Spin Alternate animation
                              • Einheit - Move PG_Caster instantly to PentaEdge5[ID], facing PentaEdge2[ID]
                              • Set StarCreation[ID] = 1.00
                            • 'ELSE'-Aktionen
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • 'IF'-Bedingungen
                                  • StarCreation[ID] Gleich 1.00
                                • 'THEN'-Aktionen
                                  • If ((DummySword[5] is alive) Gleich True) then do (Einheit - Remove DummySword[5] from the game) else do (Do nothing)
                                  • Einheit - Create 1 Sword 5 for Spieler 1 (Rot) at PentaEdge2[ID] facing Vorgabe für Gebäude-Ausrichtung degrees
                                  • Einheit - Pause ein (Last created unit)
                                  • Set DummySword[5] = (Last created unit)
                                  • Animation - Play PG_Caster's Attack Walk Stand Spin Alternate animation
                                  • Einheit - Move PG_Caster instantly to PentaEdge2[ID], facing PentaEdge4[ID]
                                  • Set StarCreation[ID] = 0.00
                                  • Set PG_NoOfStar[ID] = (PG_NoOfStar[ID] - 1)
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • 'IF'-Bedingungen
                                      • PG_NoOfStar[ID] > als 0
                                    • 'THEN'-Aktionen
                                      • Set StarCreation[ID] = 5.00
                                    • 'ELSE'-Aktionen
                                      • Einheit - Move PG_Caster instantly to PGCasterPosition[ID], facing PGCaster_Position
                                • 'ELSE'-Aktionen
            • 'ELSE'-Aktionen
              • Trigger - Turn on Omnislash Loop 2 <gen>

  • Omnislash Loop 2
    • Ereignisse
      • Zeit - Every 0.07 seconds of game time
    • Bedingungen
    • Aktionen
      • Animation - Change PG_Caster flying height to 600.00 at 1200.00
      • Spezialeffekt - Create a special effect attached to the orgin of PG_TargetUnit using Objects\Spawnmodels\Undead\UDeathMedium\UDeath.mdl
      • Animation - Play PG_Caster's Morph Alternate animation
      • Animation - Change DummySword[1] flying height to 0.00 at 1200.00
      • Animation - Change DummySword[2] flying height to 0.00 at 1200.00
      • Animation - Change DummySword[3] flying height to 0.00 at 1200.00
      • Animation - Change DummySword[4] flying height to 0.00 at 1200.00
      • Animation - Change DummySword[5] flying height to 0.00 at 1200.00
      • Wait 1.00 seconds
      • Einheit - Move PG_Caster instantly to PGCaster_CurrentPositon, facing (Facing of PG_TargetUnit) degrees
      • Animation - Play PG_Caster's Attack Slam animation
      • Einheit - Make PG_Caster Verwundbar
      • Einheit - Make PG_TargetUnit Verwundbar
      • Einheit - Pause aus PG_Caster
      • Einheit - Pause aus PG_TargetUnit
      • Spezialeffekt - Destroy PGCaster_Effect[ID]
      • Einheitengruppe - Remove PG_Caster from PGCaster_Group
      • Animation - Change PG_TargetUnit flying height to 0.00 at 1200.00
      • Animation - Change PG_Caster flying height to 0.00 at 1200.00
      • Einheit - Cause PG_Caster to damage PG_TargetUnit, dealing PG_Damage[ID] damage of attack type Chaos and damage type Gewalt
      • Einheit - Remove DummySword[1] from the game
      • Einheit - Remove DummySword[2] from the game
      • Einheit - Remove DummySword[3] from the game
      • Einheit - Remove DummySword[4] from the game
      • Einheit - Remove DummySword[5] from the game
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • PG_NoOfStar[ID] Gleich 0
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • (PGCaster_Group is empty) Gleich True
            • 'THEN'-Aktionen
              • Custom script: call RemoveLocation(udg_PGCaster_Position)
              • Custom script: call RemoveLocation(udg_PentaEdge1[udg_ID])
              • Custom script: call RemoveLocation(udg_PentaEdge2[udg_ID])
              • Custom script: call RemoveLocation(udg_PentaEdge3[udg_ID])
              • Custom script: call RemoveLocation(udg_PentaEdge4[udg_ID])
              • Custom script: call RemoveLocation(udg_PentaEdge5[udg_ID])
              • Trigger - Turn off Omnislash Loop 2 <gen>
            • 'ELSE'-Aktionen
        • 'ELSE'-Aktionen
Edit:

Read this to post triggers by your own next time: http://www.hiveworkshop.com/forums/miscellaneous-tutorials-456/how-easily-post-triggers-163285/
 
Level 1
Joined
Jun 24, 2014
Messages
2
my mean is two play animation triggers are like being repeated. If you test the ability, the Morph Alternate animtation will be repeated and the Attack Slam animation too.i had tried to remove the wait trigger and it worked but it too fast, i can't see anything.
  • Omnislash Loop 2
    • Events
      • Time - Every 0.07 seconds of game time
    • Conditions
    • Actions
      • Animation - Change PG_Caster flying height to 600.00 at 1200.00
      • Animation - Play PG_Caster's Morph Alternate animation
      • Animation - Change DummySword[1] flying height to 0.00 at 1200.00
      • Animation - Change DummySword[2] flying height to 0.00 at 1200.00
      • Animation - Change DummySword[3] flying height to 0.00 at 1200.00
      • Animation - Change DummySword[4] flying height to 0.00 at 1200.00
      • Animation - Change DummySword[5] flying height to 0.00 at 1200.00
      • Wait 1.00 seconds
      • Unit - Move PG_Caster instantly to PGCaster_CurrentPositon, facing (Facing of PG_TargetUnit) degrees
      • Animation - Play PG_Caster's Attack Slam animation
      • Unit - Make PG_Caster Vulnerable
      • Unit - Make PG_TargetUnit Vulnerable
      • Unit - Unpause PG_Caster
      • Unit - Unpause PG_TargetUnit
      • Special Effect - Destroy PGCaster_Effect[ID]
      • Unit Group - Remove PG_Caster from PGCaster_Group
      • Animation - Change PG_TargetUnit flying height to 0.00 at 1200.00
      • Animation - Change PG_Caster flying height to 0.00 at 1200.00
      • Special Effect - Create a special effect at PGCaster_Position using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
      • Special Effect - Create a special effect at PGCaster_Position using Objects\Spawnmodels\Undead\UDeathMedium\UDeath.mdl
      • Unit - Cause PG_Caster to damage PG_TargetUnit, dealing PG_Damage[ID] damage of attack type Chaos and damage type Force
      • Unit - Remove DummySword[1] from the game
      • Unit - Remove DummySword[2] from the game
      • Unit - Remove DummySword[3] from the game
      • Unit - Remove DummySword[4] from the game
      • Unit - Remove DummySword[5] from the game
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • PG_NoOfStar[ID] Equal to 0
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (PGCaster_Group is empty) Equal to True
            • Then - Actions
              • Custom script: call RemoveLocation(udg_PGCaster_Position)
              • Custom script: call RemoveLocation(udg_PentaEdge1[udg_ID])
              • Custom script: call RemoveLocation(udg_PentaEdge2[udg_ID])
              • Custom script: call RemoveLocation(udg_PentaEdge3[udg_ID])
              • Custom script: call RemoveLocation(udg_PentaEdge4[udg_ID])
              • Custom script: call RemoveLocation(udg_PentaEdge5[udg_ID])
              • Trigger - Turn off Omnislash Loop 2 <gen>
            • Else - Actions
        • Else - Actions
Sorry for my bad english and my hardly-to-understand description.
 
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