| 10-02-2005, 03:10 AM | #1 | |
Alright, like the name, the spell this time is based off of Frost Nova. It deals specific target damage and AOE damage as it always does, but creates 4 explosions of AOE damage in a random point of a region created at the effected unit. Quote:
Alright, it deals the damage, but there is this slight problem: Whenever the explosions appear, they don't deal damage according to where the damage is being done. The explosion will be in one area, but the damage will be dealth elsewhere in the region. Is there a way to make it so that the damage is in the position where the special effect is? NOTE: If you are wondering why there is 15.00 x 1.00, it's because it multiplies every level. If I am being unclear, then please say so. Thanks in advance. |
| 10-02-2005, 11:49 AM | #2 |
Code:
Set tempLoc[1] = Random point in region Set tempLoc[2] = Random point in region Set tempLoc[3] = Random point in region Set tempLoc[4] = Random point in region Then instead of "(Random point in Frost Nova Effect <gen>) facing Default building facing degrees" simply say at tempLoc[integerA] |
| 10-02-2005, 08:11 PM | #3 |
Ah, I see. I just started to understand how to use variables correctly. >.< Thanks a lot. |
| 10-04-2005, 08:05 AM | #4 |
well, what i do is use thunderclap spell since it slows and damages like a frost nova, then I put special effects. |
| 10-05-2005, 08:35 AM | #5 |
THATS NICE Actually the guy has a point, frost novas slowing effect is dodgy at best thanks to using a universal value for ALL frost spells. (Its in game constants i believe. Thus for custom spells his suggestion of using Thunder Clap is quite a good one (although i don't beleive it was his motive) |
| 10-06-2005, 12:57 PM | #6 |
well this should work but i wouldn't need any variable for that. I'd simply create 4 dummys in random points of the region with the 'AoE damage upon death' ability and kill them right away. With a special effect on the point they stand if needed. Or if it should slow just give them a custom thunder clap - create them, order them to thunder clap and give them a 1 second expiration timer to make sure they are gone after they cast the thunderclap. Or if you need icy missles to hit random points around the nova spawning from the center than you could create 4 dummys at the center of the nova who have an artellery attack like a frostwyrm or something and order each to attack a random point in the region. If they should slow just give the dummys the 'frost attacks' ability or whatever the one of the frost wyrms is named. damn i love to trigger spells! there are such tons of possibilitys. |
| 10-06-2005, 07:10 PM | #7 | |
Quote:
You would still need tempLocations because otherwise the locations where you create the special effects would leak. (You need to manually remove the locations after use) |
| 10-07-2005, 09:07 AM | #8 |
why do you even need a location? If you use point with polar offset like: create 1 (dummy) at (target point of ability being cast) offset by (random integer from 1 to 800) towards (random real from 1.00 to 360.00) and than with a second trigger that says: E: Unit enters (playable map area) C: unit type of (triggering unit) equal to (dummy) A: add a 1 second (wahtever) expiration timer to (triggering unit) create a special effect at position of triggering unit or if its a special effect that doesn't dissapear by itself (though the nova effect would) you can give the dummy some model like albatross, give it 100% transparency and create the effect on its origin - than the effect would disapear together with the unit. I don't actualy understand why you need any region or variable for that. |
| 10-09-2005, 03:44 AM | #9 | |
Quote:
in the red colored text, you create 2 locations. he also talked about memory leaks (you leak more than just those 2 locations). i suggest you start using variables since you cant really get to far without em. |
| 10-09-2005, 05:33 AM | #10 | |
Quote:
I was thinking about doing that, but the AOE death effect seems to have that blood spawned effect. How do I get rid of that? |
| 10-09-2005, 12:41 PM | #11 |
Oh comeon, if your going to create a dummy, just have it: Code:
Unit - Cause (DummyUnit[IntegerA]) to damage circular area after 0.00 seconds of radius 500.00 at (TempLoc[1]), dealing 100.00 damage of attack type Normal and damage type Normal |
| 10-10-2005, 04:50 AM | #12 |
I DID do that. lol. I was gonna thank you, but I forgot. ![]() |
