| 08-07-2004, 08:33 PM | #1 |
Hi,Im trying to make a spell called the rise of fire. When its casted it creates 6 units called 'Fire' in the selected area. (that uses the doodad cinematic fire model) but with each level of the ability I need to create new and new units(cause the fire gets more damage) but theres no trigger: units begins casting ability *level*,its just unit begins casting ability,so please can anyone help me? |
| 08-07-2004, 08:45 PM | #2 | |
Yup. First of all, you might want to use "unit finishes casting an ability." In the quote box is what your triggers should look similar to. Quote:
So on and so forth. I don't know if this will work or not, I have not tested it. |
| 08-07-2004, 09:18 PM | #3 |
I cant find that level of ability equal to conditon |
| 08-07-2004, 09:28 PM | #4 |
Or you could base your spell off of feral spirit, set however many levels you want, change the unit for each level to different kinds of fire, and change the number of summoned. Plus the expiration timer, Also, put immolation and Locust on the fire units. |
| 08-07-2004, 10:10 PM | #5 | |
Quote:
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| 08-08-2004, 12:51 AM | #6 |
hmm ok I have made teh code, but the fires arent spawning,do you see any bugs I dont see? Code:
Rise Of Fire
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Rise Of Fire
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pick (Casting unit) and get his skill level for Rise Of Fire ) Equal to 1
Then - Actions
Unit - Create 6 Firelvl1 for (Owner of (Target unit of ability being cast)) at (Target point of ability being cast) facing Default building facing (270.0) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pick (Casting unit) and get his skill level for Rise Of Fire ) Equal to 2
Then - Actions
Unit - Create 6 Firelvl2 for (Owner of (Target unit of ability being cast)) at (Target point of ability being cast) facing Default building facing (270.0) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pick (Casting unit) and get his skill level for Rise Of Fire ) Equal to 3
Then - Actions
Unit - Create 6 Firelvl3 for (Owner of (Target unit of ability being cast)) at (Target point of ability being cast) facing Default building facing (270.0) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pick (Casting unit) and get his skill level for Rise Of Fire ) Equal to 4
Then - Actions
Unit - Create 6 Firelvl4 for (Owner of (Target unit of ability being cast)) at (Target point of ability being cast) facing Default building facing (270.0) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pick (Casting unit) and get his skill level for Rise Of Fire ) Equal to 5
Then - Actions
Unit - Create 6 Firelvl5 for (Owner of (Target unit of ability being cast)) at (Target point of ability being cast) facing Default building facing (270.0) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pick (Casting unit) and get his skill level for Rise Of Fire ) Equal to 5
Then - Actions
Unit - Create 6 Firelvl5 for (Owner of (Target unit of ability being cast)) at (Target point of ability being cast) facing Default building facing (270.0) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pick (Casting unit) and get his skill level for Rise Of Fire ) Equal to 6
Then - Actions
Unit - Create 6 Firelvl6 for (Owner of (Target unit of ability being cast)) at (Target point of ability being cast) facing Default building facing (270.0) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pick (Casting unit) and get his skill level for Rise Of Fire ) Equal to 7
Then - Actions
Unit - Create 6 Firelvl7 for (Owner of (Target unit of ability being cast)) at (Target point of ability being cast) facing Default building facing (270.0) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pick (Casting unit) and get his skill level for Rise Of Fire ) Equal to 8
Then - Actions
Unit - Create 6 Firelvl8 for (Owner of (Target unit of ability being cast)) at (Target point of ability being cast) facing Default building facing (270.0) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pick (Casting unit) and get his skill level for Rise Of Fire ) Equal to 9
Then - Actions
Unit - Create 6 Firelvl9 for (Owner of (Target unit of ability being cast)) at (Target point of ability being cast) facing Default building facing (270.0) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pick (Casting unit) and get his skill level for Rise Of Fire ) Equal to 10
Then - Actions
Unit - Create 6 Firelvl10 for (Owner of (Target unit of ability being cast)) at (Target point of ability being cast) facing Default building facing (270.0) degrees
Else - Actions
Do nothing |
| 08-08-2004, 03:52 AM | #7 |
HOLY GOD. I ain't reading that stuff. Use loops man. |
| 08-08-2004, 07:32 AM | #8 |
Man, just base the spell on a freaking inferno, you don't need any triggers then. Otherwise, here's your problem (one of them, anyway): when you create the fires, you use (Owner of (Target unit of ability being cast)), instead of (Owner of (Casting unit)) Oh, there is another one: "finishes casting an ability" doesn't have event responses such as "target point of ability being cast". You must use the event "starts the effect of an ability". And another thing: here's a lot faster way to do this: Code:
Events:
Map initialization
Conditions:
Actions:
Set UnitTypeVariableArray[1] = FireLvl1
Set UnitTypeVariableArray[2] = FireLvl2
Set UnitTypeVariableArray[3] = FireLvl3
.....
Set UnitTypeVariableArray[10] = FireLvl10Code:
Events:
Unit starts the effect of an ability
Conditions:
Ability being cast equal to Rise of Fire
Actions:
Create 6 UnitTypeVariableArray[(level of Rise of Fire for (casting unit))] at (target point of ability being cast)But I say again, just use the inferno spell to summon teh firez and you don't need any trigger at all. |
