| 10-28-2007, 02:15 PM | #2 |
What tutorial? I am moving this thread to a better forum. |
| 10-28-2007, 02:45 PM | #3 |
For each (Integer A) from 1 to 1, do (Actions) this made me lol :) |
| 10-28-2007, 05:45 PM | #4 |
The swirly things above units heads are because of the buff associated with the Thunder Clap spell. Even if you remove the buff in the spell, the default buff (swirly things) will still appear unless you create a custom buff to take it's place. To create a custom buff, go to the buff editor, make a copy of the thunder clap buff and change it's name/icon to match your spell, then change the art - model field appropriately. To use Vex's caster system in GUI, you can look at the function documentation. You want function CasterCastAbilityPointLoc takes player owner, integer abilid, string order, location loc, boolean instant returns unit So, your custom script will be JASS:call CasterCastAbilityPointLoc ( GetOwningPlayer(UnitVar), 'YourAbilityID', 'thunderclap', udg_FtStompLoc, true ) You'll need to replace 'YourAbilityID' with the actual ability ID of your custom ThunderClap, you can see it by pressing Ctrl + D in the object editor while your ability is selected - it will be the first 4 digits before the colon. That one line can replace everything between "Set FtStompLoc = ..." and "call RemoveLocation(...". The caster system takes care of cleaning everything up. Edit: Also, that Foreach Integer A from 1 to 1...completely unnecessary, as far as I can tell. That says : "Run the following code once." Which is what it would do anyway. Edit2: Also (before Pyrogasm comes in here) it would be faster to get the X and Y values of the location and use those instead of calling CasterCastAbilityPointLoc, but the speed difference probably won't matter much here. |
| 10-30-2007, 11:55 PM | #5 | |
See I tried using that script, but it only casts at one location... I followed the function documentation, and I can only get the caster unit to cast the spell at one location not multiple. However, without the custom script and what I have listed above, it casts it in multiple locations which i want. Basic spell.. A warstomp / thunderclap, but the "animation" effects is a bunch of frost novas around the casting unit. (as for removing swirlies, still doesnt work. I copy base the spell off of thunderclap, and it still gives me swirlies from time to time. damnit!) Quote:
=) I wasnt sure if I needed to make it loop or not, because in SC editor, if the trigger already happend, it wont happen again unless you loop it. :) I've learnt since Ive made the post. but thanks for making it obvious :D |
| 10-31-2007, 04:45 PM | #6 |
If it doesn't cast in multiple locations, I would guess that you removed the line "Set FtStompLoc = ..." Your loop code should look like this Trigger: ![]() For each (Integer B) from 1 to 18, do (Actions)
![]() Loop - Actions
![]() Set FtStompLoc = (FtStompCast offset by 150.00 towards (20.00 x (Real((Integer B)))) degrees)
![]() Custom script: call CasterCastAbilityPointLoc ( GetOwningPlayer(UnitVar), 'YourAbilityID', 'thunderclap', udg_FtStompLoc, true )
![]() Custom script: call RemoveLocation (udg_FtStompLoc)Is that what you did? |
| 11-03-2007, 12:54 AM | #7 |
Thanks it works now. But at the end of the custom script, i needed to change from True to False. :D |
