| 04-21-2004, 05:52 AM | #1 | |
i cant find whats wrong with this spell.. the thing works..ecxept the damage Quote:
please tell me why it doesent work.. Nemo |
| 04-21-2004, 04:24 PM | #2 |
well, i can guess what is wrong with it ...The region is not moved propertly, so since you're so advanced with triggers (not a n00b) why don't u use "pick every unit that matches <conditions> in <range> of <caster unit>" ?? also, i like your spell, can i use it in my map ? probably won't go online, most of my maps are for personal use or they never get finished :)) |
| 04-21-2004, 04:53 PM | #3 |
The problem probably really lies in the region movement trigger, so it would really be best if you did it with a "unit group - units in range of caster" instead. Otherwise, the spell is very interesting with a cool effect, but must leak a TON of point objects... If you are going to make such spells, you should learn to destroy such leaks. |
| 04-21-2004, 07:49 PM | #4 |
OMG, i totaly missed that he didn't destroy a single one of those bastards :) maybe puting them (SFX) in arrays and then destroying the whole arrays after x seconds would do the trick ? |
| 04-21-2004, 09:13 PM | #5 |
You cannot use more than one loop variable per trigger. One for loop integer A. One for loop integer B. Use integer variables if you need more than two. I make ones called C, D, etc. So it looks similar. |
| 04-22-2004, 06:04 AM | #6 | |
Quote:
Shark i dont realy understand what you mean.....and yes you can use it in your map.. the Variables are Point = Point Array Ang = Real Dis = Real Caster = Unit |
| 04-23-2004, 01:42 PM | #7 |
well, you never used the "destroy last created special effect" action, meaning that when they dissapear, they're still in the game (kinda) and can cause lag and/or memory leaks... i don't really give a damn about that either, but you create over 100 special effects and never destroy them + if you cast the spell multiple times, the chances are that it will cause memory leaks, resulting in heavy lag :) so i suggested that you add all those special effects to an special effect variable array with a simple action that is added at the end of the loop "set SFXArray[Integer A] to (Last created special effect)" For defining Integer B special effects use "set SFXArray[Integer B + 25] to (last created special effect) but i'm not sure if you can do it that way... if can't, try making 5 arrays :) and then destroying the whole array after the spell is complete.... EDIT: just make a trigger E: C: A: "for [integer a] from 1 to 125 do loop" (5 x 25 = 125, right ?) destroy special effect SFXArray[integerA] and that's it.... hope it helped |
| 04-23-2004, 06:48 PM | #8 |
Do not forget the leakage of point objects. There are at least two per special effect: the position of caster, and the poit to where you offset, plus later the point to where you offset the point on the circle which is originaly offset from the point of the caster. These points must be put in variables, but you only need 3 variables or something like that, because you can destroy point objects right after you make the special effect. |
| 04-23-2004, 07:48 PM | #9 |
i need help with a Bank system for my AoS.. its like this.. you have a Bank and when its destroyed you dont get more gold..simply...and you only get 1 gold each time.. plz help me... Nemo |
