| 07-07-2005, 12:08 AM | #1 |
Guest | Ok hey your template seems perfectly set-up in my map... But if a Hero tries to use Poison Nova for example. All that happens is the earth slightly shakes.. Jsut like a shockwave. But nothing happens no damage no sprites no animations. Nothing. Wierd :S I can't figure it out. Just nothing happens. I copied ALL the variables from your template map. Just wondering if maybe you might have an idea, or a solution. Thanks :) |
| 07-07-2005, 05:11 PM | #2 |
Make sure you copied the Caster System unit (and that the Caster System's script points to its rawcode) and that the templates point to the right rawcodes. Don't forget the war2mapimported\dummy.mdx model |
| 07-07-2005, 07:40 PM | #3 | |
Guest | Quote:
Yeay. It appeard I didn't have the dummy.mdx :S. Now I have another small problem.. atleast for you. I want to use the shadow protector skill but I want to make it do more damage and upto 6 levels. So I did do that and I matched everything right in the template. But whenever my hero has Shadowprotector it give the enemies nearby a +1 defense aura :X but whoever attacks the hero NEVER gets hit by Shadow Strike.And I'm curious to knwo how the "SpecialArt" for Shadow protector works.. I put "!,20,150,20,150" I just replaced what you had before with what I think is right. Anyways I hope this helsp you understand my situation LOOK BELOW FOR THE TEMPLATE :) // Shadow Protector ('A05W') // set s=SetPassiveTemplate('A05W',"AntiOrbTemplate") set D=0 set D=DamageIgnore(UNIT_TYPE_UNDEAD) set D=CreateDamageOptions(D) call SetAbilityDataInt( s,"t" ,0,0) call SetAbilityDataReal(s,"chance" ,1,2) //Level 1: 2% chance call SetAbilityDataReal(s,"chance" ,1,3) //Level 2: 3% chance call SetAbilityDataReal(s,"chance" ,1,4) //Level 3: 4% chance call SetAbilityDataReal(s,"chance" ,1,5) //Level 4: 5% chance call SetAbilityDataReal(s,"chance" ,1,6) //Level 5: 6% chance call SetAbilityDataReal(s,"chance" ,1,7) //Level 6: 7% chance call SetAbilityDataReal(s,"cooldown",0,0.2) call SetAbilityDataInt( s,"spellid" ,0,'A05O') <--- I'm sure that's an O not a zero. call SetAbilityDataInt( s,"orderid" ,0,OrderId("shadowstrike")) call SetAbilityDataReal(s,"recdelay",0,30) call SetAbilityDataInt( s,"texttag" ,0,1) call SetAbilityDataInt( s,"frompos" ,0,1) call SetAbilityDataInt( s,"options" ,0,D) |
| 07-07-2005, 10:25 PM | #4 |
You say level 2: 3% chance but you are changing for level 1 ! It is call SetAbilityData[type](s,"whatever", <LEVEL> , <Value> ) When <level> value is 0 it works for every level that didn't have it set. Things after // are just comments and have no effect |
| 07-08-2005, 01:02 AM | #5 | |
Guest | Quote:
Hmmm ok. But that's wierd. In your map. For all 3 levels you have 1 for the <LEVEL> but 3 different values. I jsut mimiced that. Thinking it will work. Ok I'm goign to go change it now and see if it works.^_^ EDIT: Damn! Still another problem! Well now it actually casts Something.. And percests are correct... But al that happens now is a "!" is displayed over the Hero and Shadowstrike doesn't get casted... And In the template I'm 100% sure of the ability rawcode and everythign matches perfectly. I also made the "Shadow Strike (shadow protector)" have 6 levels. maybe that has something to do with it? I hope you can figure this one out :) I am learning though! |
| 07-09-2005, 02:11 PM | #6 |
Did you change the damages of shadow strike correctly? . If you want you can post the triggers again. Are you sure I used 1 for all levels? I am going to check |
| 07-09-2005, 04:53 PM | #7 | |
Guest | Quote:
alright here's what I currentley have. //=================================================================================================== // Shadow Protector ('A05W') // set s=SetPassiveTemplate('A05W',"AntiOrbTemplate") set D=0 set D=DamageIgnore(UNIT_TYPE_UNDEAD) set D=CreateDamageOptions(D) call SetAbilityDataInt( s,"t" ,0,0) call SetAbilityDataReal(s,"chance" ,1,2) //Level 1: 2% chance call SetAbilityDataReal(s,"chance" ,2,3) //Level 2: 3% chance call SetAbilityDataReal(s,"chance" ,3,4) //Level 3: 4% chance call SetAbilityDataReal(s,"chance" ,4,5) //Level 4: 5% chance call SetAbilityDataReal(s,"chance" ,5,6) //Level 5: 6% chance call SetAbilityDataReal(s,"chance" ,6,7) //Level 6: 7% chance call SetAbilityDataReal(s,"cooldown",0,0.2) call SetAbilityDataInt( s,"spellid" ,0,'A05O') call SetAbilityDataInt( s,"orderid" ,0,OrderId("shadowstrike")) call SetAbilityDataReal(s,"recdelay",0,30) call SetAbilityDataInt( s,"texttag" ,0,1) call SetAbilityDataInt( s,"frompos" ,0,1) call SetAbilityDataInt( s,"options" ,0,D) //=================================================================================================== And yup I checked to see if the rawcodes match. And they do! but still have that problem. And I think I changed the damage of the Shadow Strike correctley. Here's what you'd see for my "Shadow Strike (Shadow Protector)" skill in rawcodes. DataA1 20.0 DataA2 25.0 DataA3 30.0 DataA4 35.0 DataA5 40.0 DataA6 45.0 DataE1 25.0 DataE2 50.0 DataE3 75.0 DataE4 100.0 DataE5 125.0 DataE6 150.0 DataB1 0.5 DataB2 0.5 DataB3 0.5 DataB4 0.5 DataB5 0.5 DataB6 0.5 Okie that's most of it. ![]() EDIT: O yea one small other question... when I use Fire Storm or Molten Boulder why does the "Fire" stay on the ground when I hit someone with either spell. The fire stays forever and starts to lag after a while. I noticed in the "Randomspells" map wen molten boulder or firestorm hit something the fire doesn't stay on the ground... |
| 07-10-2005, 11:29 PM | #8 |
I guess you are doing something really wrong. Please, do this: - Take your map, save it somewhere else. - Remove every trigger you made and leave the spells' triggers. - remove objects that don't have anything to do with the spells. - Attach that map here. So I can check what the hell you are doing wrong. |
| 07-11-2005, 03:52 AM | #9 | |
Guest | Quote:
Haha yea please check wth I'm doing wrong. I removed everything except Molten Boulder, Shadow protector, necessary triggers but I left items because they take to long to delete :P ok enjoy! I made one stupid hero so you can test. The problems to look for is VVV - Moulten Boulders fire path - Shadow Protector... and why it doesn't work. ok thanks! |
| 07-11-2005, 11:25 PM | #10 |
I found 2 things: - You didn't delete the other spells of the template's map, and one of the setups of the antiorb template bellow the Shadow Protector was using THE SAME RAWCODE, so they were conflicting and it was actually setting a wrong spellid . - You didn't have an official caster system but one copied from a map, when you use caster system from Official Caster System map it the issue with the fires doesn't happen anymore |
| 07-11-2005, 11:49 PM | #11 | |
Guest | Quote:
Success! Finally, I can continue my project w00t! Thanks Lord Vexorian! It seemed the 2 biggest problems was that I was outdated:S I had the Caster system from the spelltemplate map, 11.1 I think it was and well now the fire finally dissapears. And the otehr stupid mistake that you described -_- lol. Anyways I don't think I'll be having any problems for a long time now! But I might have questions :P. Once again thanks Vex and I'll be sure to give you/ your caster system credit XD. And since I really like to make heroes, I'll make a hero of yuo in my map for entertainment purposes :). Ok chiao thank! |
