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[Trigger] ..Whacked...

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Level 11
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Dec 5, 2009
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Passive Probs

Ofmg i have no idea why this don't work please take your time and open this map. Its crazy.. I don't have so much time so i post the map instead. Its a spell and everything works without the Charge board. Look on the readme's in the map. Its the FOTA Spell i have probs with.

THANKS!


Regards Chewii

EDIT: You have to build the tower with the peasant to make the spell work!


EDIT2: Here are the triggers You see i added a Passive ability that show how many charges left. Well it doesn't work.. Its like this it waits 10 sec then the charge 1 goes then it just stops and when i cast this ability that will -1 charge then it goes 2 charges and then i cast it again goes to 1 charge etc

TRIGGER 1
  • Events
    • Unit - A unit Learns a skill
  • Conditions
    • (Level of FOTA for (Triggering unit)) Greater than or equal to 1
  • Actions
    • Set FOTA_Group[1] = (Units in (Entire map))
    • Unit Group - Pick every unit in FOTA_Group[1] and do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • ((Level of Charge for (Picked unit)) Equal to 0) and ((Level of FOTA for (Picked unit)) Equal to 1)
          • Then - Actions
            • Trigger - Turn on FOTA Charge plus <gen>
            • Unit - Add Charge to (Picked unit)
          • Else - Actions
    • Custom script: call DestroyGroup(udg_FOTA_Group[1])
TRIGGER 2
  • Events
    • Time - Every 10.00 seconds of game time
  • Actions
    • Set FOTA_Group[3] = (Units in (Entire map))
    • Unit Group - Pick every unit in FOTA_Group[3] and do (Actions)
      • Loop - Actions
        • Set FOTA_Unit[2] = (Picked unit)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • ((Level of Charge for (Picked unit)) Less than or equal to 3) and ((Level of FOTA for (Picked unit)) Equal to 1)
          • Then - Actions
            • Set FOTA_Int = (FOTA_Int + 1)
            • Unit - Set level of Charge for (Picked unit) to ((Level of Charge for (Picked unit)) + 1)
          • Else - Actions
    • Custom script: call DestroyGroup(udg_FOTA_Group[3])
I have the Integer there cuz i tested that way before then i tested this way but neither work.. Same on this last trigger

TRIGGER 3
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to FOTA
  • Actions
    • Set FOTA_Unit[1] = (Casting unit)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Level of Charge for FOTA_Unit[1]) Greater than or equal to 2
      • Then - Actions
        • Set FOTA_Int = (FOTA_Int - 1)
        • Set FOTA_Point = (Target point of ability being cast)
        • Set FOTA_Group[2] = (Units within 250.00 of FOTA_Point matching (((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True))
        • Special Effect - Create a special effect at FOTA_Point using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
        • Unit - Set level of Charge for (Casting unit) to ((Level of Charge for (Casting unit)) - 1)
        • Unit Group - Pick every unit in FOTA_Group[2] and do (Actions)
          • Loop - Actions
            • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 100.00 damage of attack type Spells and damage type Normal
      • Else - Actions
        • Game - Display to (All players) the text: You don't have any ...
    • Custom script: call RemoveLocation(udg_FOTA_Point)
    • Custom script: call DestroyGroup(udg_FOTA_Group[2])
I did this:
  • (Level of Charge for FOTA_Unit[1]) Greater than or equal to 2
Cuase Charge has 4 lvls first that it stands 0 Charges second 1 Charge etc.

It would be awesome if someone took their time and took a look at this.!


EDIT 3: I SAW NOW THAT IF I CLICK ON A UNIT AND THEN BACK ON THE MAGE IT WILL BE REFRESHED SO I HAVE TO REFRESH TO GET IT WORK? :p
 
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