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Trigger help?

Posted: January 18th, 2007, 7:46 pm
by perambulation
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shadowbolt Volley (Thunderclap Base)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadowbolt Volley (Thunderclap Base) for (Triggering unit)) Equal to 1
Then - Actions
Set sbolt_damage = ((Real((Intelligence of (Casting unit) (Include bonuses)))) x 0.60)
Unit Group - Pick every unit in (Units within 800.00 of (Position of (Triggering unit))) and do (Actions)
Loop - Actions
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
Unit - Create 1 dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing (270.0) degrees
Unit - Add Shadowbolt (Death Coil Base) to (Last created unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Death Knight - Death Coil (Picked unit)
Unit - Order (Last created unit) to damage (Picked unit) for sbolt_damage using attack type Spells and damage type Death.
Wait 1.50 seconds
Else - Actions
Do nothing


The problem is that it doesn't cast three waves like it should, so I'm asking for help because I'm too lazy to really go indepth into it. =P

Although I'm assuming it has something to do with the events or it being integer A rather than integer variable...?

Posted: January 19th, 2007, 10:58 am
by Dekar
Asking other people to make a working trigger because you are too lazy? :roll:

At least write exactly what does work and what doesnt work.

Dummys created, skill given to them, only works for the first dummy unit, etc ...

Posted: January 19th, 2007, 9:55 pm
by perambulation
The problem is that it doesn't cast three waves like it should
Either way I fixed it, but another problem has risen, if the damage is ever about to kill someone, it kills the unit before the missile spell has time to cast. Adding a wait condition stops the unit from damaging the unit at all, any idea how to fix this?

(the unit cast and damage is still:
Unit - Add Shadowbolt (Death Coil Base) to (Last created unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Death Knight - Death Coil (Picked unit)
Unit - Order (Last created unit) to damage (Picked unit) for sbolt_damage using attack type Spells and damage type Death.
Wait 1.50 seconds )

Posted: January 20th, 2007, 9:33 am
by Dekar
Have an event that detects when the spell deals damage to the unit.

Can be made with ?unit takes damage?, periodical buff checking like shadowstrike or immolation/aura/range check on a dummy that replaces the spell missile.

Posted: January 20th, 2007, 12:16 pm
by SeasonsOfLove
Damage detection is pretty near-impossible to do (well, it's possible, but it takes a mega-fuckton of work to do)

Posted: January 20th, 2007, 4:30 pm
by Tehw00tz
Then how did Yak do it? (No pun intended)

Posted: January 21st, 2007, 3:21 pm
by SeasonsOfLove
Tehw00tz wrote:Then how did Yak do it? (No pun intended)
I'm not sure. There's some methods to do it, but not many. WC3C has some. They probably use "Unit issues an order" triggers, or something like that.

Posted: January 21st, 2007, 6:01 pm
by perambulation
Dekar wrote:Have an event that detects when the spell deals damage to the unit.

Can be made with ?unit takes damage?, periodical buff checking like shadowstrike or immolation/aura/range check on a dummy that replaces the spell missile.
I was hoping for a better way, but since no one has any ideas other than more than one trigger I can just do a seperate trigger with a Unit casts a spell event. =P

Posted: January 22nd, 2007, 3:31 pm
by Fishin4pigeon
You *can* use a spell that adds a buff, then create a trigger that affects units with that buff.

Posted: January 22nd, 2007, 9:45 pm
by perambulation
Fishin4pigeon wrote:You *can* use a spell that adds a buff, then create a trigger that affects units with that buff.
The trigger would involve creating more units, and although this is probably the best way to go, with the spell having no limits on the amount of units targetable having units to be created again could cause severe lagging, unless I add all initial spawned units to a unit group and cause them to damage the units, but I don't know if that would work.

Posted: January 23rd, 2007, 6:32 am
by Dekar
Just change the Deathcoil to Acidbomb or something else with buff. :roll: