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Triggering need help 3 GUI spells

04-30-2008, 10:05 PM#1
Raydude
Trying to make a map with some dota skills for practice, it's overdone but it is good practice, did it in GUI

At lvl 1, the real spell increases allies by 2 armor and enemies by 2 armor, but instead it increased allies by 4 and enemies by 4.
Aura:
Collapse Events
Unit - rawr 0067 <gen> Learns a skill
Conditions
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Level of Sight of the King for rawr 0067 <gen>) Equal to 1
Collapse Then - Actions
Unit - Create 1 shockwave for Player 1 (Red) at (Position of (Triggering unit)) facing Default building facing degrees
Set aura = (Last created unit)
Unit - Add Sight of the King dummy1 to aura
Trigger - Turn on Move to hero <gen>
Else - Actions
If ((Level of Sight of the King for rawr 0067 <gen>) Equal to 2) then do (Unit - Increase level of Sight of the King dummy1 for aura) else do (Do nothing)
If ((Level of Sight of the King for rawr 0067 <gen>) Equal to 3) then do (Unit - Increase level of Sight of the King dummy1 for aura) else do (Do nothing)

It doesn't stomp at the end for some weird reason, got another trigger to move the hero and another trigger to set variables. Works fine everywhere cept the stomp by dummy.
Leap2:
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Jump
Collapse Actions
Unit - Pause Leaper
Unit - Turn collision for Leaper Off
Animation - Change Leaper's animation speed to 70.00% of its original speed
Animation - Play Leaper's attack slam animation
Unit - Add Crow Form to Leaper
Unit - Remove Crow Form from Leaper
Animation - Change Leaper flying height to 325.00 at 1000.00
If ((Owner of Leaper) Equal to Player 1 (Red)) then do (Trigger - Turn on Leap move <gen>) else do (Do nothing)
Wait 0.20 seconds
Animation - Change Leaper flying height to 0.00 at 1000.00
Wait 0.30 seconds
Unit - Turn collision for (Casting unit) On
Animation - Change Leaper's animation speed to 100.00% of its original speed
If ((Owner of Leaper) Equal to Player 1 (Red)) then do (Trigger - Turn off Leap move <gen>) else do (Do nothing)
Unit - Unpause Leaper
Unit - Create 1 shockwave for Player 1 (Red) at (Position of Leaper) facing Default building facing degrees
Unit - Add War Stomp to (Last created unit)
Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)

And finally, this one, i have no idea how to check if there is no more units left in the 512 area radius. Also I plan to change the loop trigger to a variable but I have no idea how would that work out and the variable for the check for the attack detection.
During:
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Hidden Dwarven Might (Neutral Hostile)
Collapse Actions
Set Multicaster = (Casting unit)
Set Multitarget = (Target unit of ability being cast)
Unit - Pause Multicaster
Unit - Create 1 shockwave for Player 1 (Red) at (Position of Multicaster) facing Default building facing degrees
Set shockcast = (Last created unit)
Unit - Add abc to (Last created unit)
Animation - Change Multicaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 45.00% transparency
Unit - Make Multicaster Invulnerable
Unit - Turn collision for Multicaster Off
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
test1 Equal to True
Collapse Then - Actions
Collapse For each (Integer A) from 1 to 15, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Multitarget is dead) Equal to True
Collapse Then - Actions
Set Multitarget = (Random unit from (Units within 512.00 of (Position of Multicaster) matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of Player 1 (Red)) Equal to True))))
Else - Actions
Unit - Move Multicaster instantly to ((Position of Multitarget) offset by 50.00 towards (Random angle) degrees), facing (Position of Multitarget)
Unit - Move shockcast instantly to ((Position of Multitarget) offset by 50.00 towards (Random angle) degrees), facing (Position of Multitarget)
Special Effect - Create a special effect attached to the origin of Multicaster using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Animation - Change Multicaster's animation speed to 200.00% of its original speed
Animation - Play Multicaster's attack animation
Unit - Order shockcast to Night Elf Warden - Shadow Strike Multitarget
Set test1 = False
Wait 0.25 seconds
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Player 1 (Red) Current lumber) Equal to 15
Collapse Then - Actions
Trigger - Run End <gen> (ignoring conditions)
Else - Actions
Attack:
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to abc
Collapse Actions
Player - Set Player 1 (Red) Current lumber to ((Player 1 (Red) Current lumber) + 1)
Set test1 = True
End:
Events
Conditions
Collapse Actions
Player - Set Player 1 (Red) Current lumber to 0
Unit - Turn collision for Multicaster On
Animation - Change Multicaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Animation - Change Multicaster's animation speed to 100.00% of its original speed
Unit - Make Multicaster Vulnerable
Unit - Unpause Multicaster
Unit - Remove abc from Multicaster
Unit - Kill shockcast
Set test1 = True
If I could get help with these three spells, I can finally move on to the beta testing. Also credit will be given for helping to those that some parts of these spells are based off of them (helped through search function).
04-30-2008, 11:52 PM#2
Av3n
For the stomp stuff.... You'll have to do some object editing with the dummy unit it self. I think its the cast backswing or something, I can't exactly remember the exact fields so yeah.

For the first spell wouldn't it be easier just to use the Spellbook trick?... If you know what I'm talking about, then just use what you have but instead level up the auras not the spellbook.

And I'm just too lazy to read the third one

-Av3n
05-01-2008, 12:37 AM#3
Raydude
nope, i made sure my dummy unit has 0 everything, no shadow, no casting swings no nothing, i remember cause i had that problem be4

and no idea about the spellbook trick
05-01-2008, 01:59 AM#4
Av3n
Find the spellbook part here: http://www.wc3campaigns.net/showthread.php?t=81742

-Av3n
05-01-2008, 06:17 AM#5
Pyrogasm
Try removing the move ('Amov') ability from the dummy units... Dusk tried to tell me that was a useful trick, though I've never done it.
05-01-2008, 06:58 PM#6
Raydude
the spell books helps in looking little prettier...but same problem, both the aura's effect works on allies and enemies giving 2x the bonus/negative armor

EDIT!! found another HUGE problem, farther allied units get away from the hero, they get armor that keeps jumping from 2 and 6, i tried putting the abilities seperately onto 2 units, same effect

edit 2 : lol i found the problem....it was...dumb of me...cause i got lazy and copy and pasted the origin one and changed the amor to negative and who it effects and they got some same areas that made them buff 2x in a row, sometimes 3x, sry for teh trouble

edit 3 : pretty much fixed the aura and the leap, only problem i have left is the 3rd spell, it works fine and stuff except no idea how to check if no units left in the area to attack
05-01-2008, 09:03 PM#7
Feroc1ty
Trigger:
asd
Events
Conditions
Collapse Actions
Collapse Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Number of units in (Units within 512.00 of (Position of (Triggering unit)))) Equal to (==) 0
Collapse Then - Actions
Skip remaining actions
Else - Actions
05-04-2008, 11:33 PM#8
Raydude
Ah thanks, I started testing all the spells and they all worked fine, but when I put them into real game play, the leap spell caused the hero to ignore pathing and started walking up cliffs and such, how to fix?
05-05-2008, 12:56 AM#9
Pyrogasm
Well, you turned off his pathing at some point and you have to turn it back on:
Trigger:
Unit - Turn collision for (<Your Unit>) On
Either that, or you forgot to remove the crow form ability after you finished the spell.
05-05-2008, 08:42 PM#10
Raydude
Ah! reread the spell 3x and found "Unit- Turn collision for (Casting Unit) on", fixed, i suck at proof reading =D thanks a lot again!