Any Tutorials?

junicobakura

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Are there any tutorials here on how to make a Triggered(GUI/MUI) Wave-Like(Shockwave,Carrion Swarm) Spells?
 
Try searching around? I don't think there's a specific tutorial. Perhaps you could look up custom made shockwave codes and learn from there?
 
tried making 1 from looking on Spirit Lance you made

Trigger:
  • Sekai Ichi No Zangeki Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Sekai Ichi No Zangeki
    • Actions
      • Set Sekai1ZangekiCastLoc = (Position of (Triggering unit))
      • Set Sekai1ZangekiTargLoc = (Target point of ability being cast)
      • Set Sekai1ZangekiAngle = (Angle from Sekai1ZangekiCastLoc to Sekai1ZangekiTargLoc)
      • Set Sekai1ZangekiDistance = (900.00 x 0.03)
      • Set Sekai1ZangekiTravelTime = 2.00
      • Unit - Create 1 Dummy Effect (Sekai Ichi No Zangeki) for (Owner of (Triggering unit)) at Sekai1ZangekiCastLoc facing Sekai1ZangekiAngle degrees
      • Hashtable - Save Sekai1ZangekiDistance as 0 of (Key (Last created unit)) in SekaiIchiNoHash
      • Hashtable - Save Sekai1ZangekiAngle as 1 of (Key (Last created unit)) in SekaiIchiNoHash
      • Hashtable - Save Sekai1ZangekiTravelTime as 2 of (Key (Last created unit)) in SekaiIchiNoHash
      • Unit Group - Add (Last created unit) to Sekai1ZangekiGroup
      • Set Sekai1ZangekiCount = (Sekai1ZangekiCount + 1)
      • Trigger - Turn on Sekai Ichi No Zangeki Move <gen>
      • Custom script: call RemoveLocation(udg_Sekai1ZangekiCastLoc)
      • Custom script: call RemoveLocation(udg_Sekai1ZangekiTargLoc)


Trigger:
  • Sekai Ichi No Zangeki Move
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Sekai1ZangekiCount Less than or equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Unit Group - Pick every unit in Sekai1ZangekiGroup and do (Actions)
            • Loop - Actions
              • Set Sekai1ZangekiDistance = (Load 0 of (Key (Picked unit)) from SekaiIchiNoHash)
              • Set Sekai1ZangekiAngle = (Load 1 of (Key (Picked unit)) from SekaiIchiNoHash)
              • Set Sekai1ZangekiTravelTime = (Load 2 of (Key (Picked unit)) from SekaiIchiNoHash)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Sekai1ZangekiTravelTime Greater than 0.00
                • Then - Actions
                  • Set Sekai1ZangekiArtPosi = (Position of (Picked unit))
                  • Set Sekai1ZangekiOffset = (Sekai1ZangekiArtPosi offset by (Load 0 of (Key (Picked unit)) from SekaiIchiNoHash) towards (Load 1 of (Key (Picked unit)) from SekaiIchiNoHash) degrees)
                  • Unit - Move (Picked unit) instantly to Sekai1ZangekiOffset
                  • Custom script: call RemoveLocation(udg_Sekai1ZangekiArtPosi)
                  • Custom script: call RemoveLocation(udg_Sekai1ZangekiOffset)
                  • Hashtable - Save (Sekai1ZangekiTravelTime - 0.03) as 2 of (Key (Picked unit)) in SekaiIchiNoHash
                • Else - Actions
                  • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in SekaiIchiNoHash
                  • Unit Group - Remove (Picked unit) from Sekai1ZangekiGroup
                  • Unit - Remove (Picked unit) from the game
                  • Set Sekai1ZangekiCount = (Sekai1ZangekiCount - 1)


can you please teach me how to apply damage to units hit by the projectile?

and LEAK CHECK
 
Or maybe you could state what you want so we can find the right things/teach you how to make it. Right now... You're just telling us you want a shockwave kind of spell, and we're just guessing solutions. If you tell us the exact problem(Exactly how you want the spell to be) it'll be easier :)
 
Here's a custom shockwave spell that I made long ago. Hope it helps.
 

Attachments

  • Shockwave.w3x
    24 KB · Views: 157
Or maybe you could state what you want so we can find the right things/teach you how to make it. Right now... You're just telling us you want a shockwave kind of spell, and we're just guessing solutions. If you tell us the exact problem(Exactly how you want the spell to be) it'll be easier :)

well, it just looks like the normal shockwave

though it can be done by just copying the base ability

i want to trigger it to manipulate the damage

and removing the missle ripple is a plus

Here's a custom shockwave spell that I made long ago. Hope it helps.

this should help.

but the hashtables are in custom script.:confused: im confused.
 
this should help.

but the hashtables are in custom script.:confused: im confused.

Yeah, because my hashtables are bugged in GUI. Well, the custom script is basically same as GUI. "SaveReal" basically saves a real value, "SaveBoolean" basically saves a Boolean value. As for the "0 of 1" thing in GUI, it's simply reversed. Meaning that "0 of 1" would be "SaveReal(udg_Hashtable, 1, 0....)". As for "Key(Triggering unit)", it basically becomes "GetHandleId(GetTriggerUnit())".
 
Trigger:
  • Custom script: call SaveBoolean(udg_Hashtable, GetHandleId(udg_TempUnit), GetHandleId(GetEnumUnit()), false)


sorry to ask

but how do you insert a unit variable inside the Hande ID for the GUI
 
If I'm not wrong, using GUI you can't use unit variables. Not sure if you use custom script though, you can try replacing GetEnumUnit() with udg_VariableName.
 
If I'm not wrong, using GUI you can't use unit variables. Not sure if you use custom script though, you can try replacing GetEnumUnit() with udg_VariableName.

oh crap

but its ok if i mix GUI hashtables and Custom Script Hashtables right?
 
Yeah. They are all converted to JASS in the end anyway.
 
Just insert the variable name in between the brackets (). Do note that all global variables (basically, ALL variables in GUI) need to have the "udg_" prefix. Thus, let's say you have a unit "TempUnit". You'll have to do "GetHandleId(udg_TempUnit)".
 
Save variables. Meaning you can only save picked unit, last created unit, triggering unit, but not say TempUnit(Unit var).

Edit: Sorry, I meant the handle. Like Key(Picked unit). You can save unit variables in the hashtable, but you can't "bind" it to the handle of variables. At least in GUI.
 
thats because there is something leaking then, or dummy units not getting deleated.

Can also be because you summon too many units and special effects at the same time.

Try to check the trigger through for leaks and post it here if you fail :)
 
thats because there is something leaking then, or dummy units not getting deleated.

Can also be because you summon too many units and special effects at the same time.

Try to check the trigger through for leaks and post it here if you fail :)

changed base ability from shockwave to channel. does not lag now

Here's a custom shockwave spell that I made long ago. Hope it helps.

does this kill all other shockwave orders?

cause when the skill is used

any other dummy skill that needs shockwave order cannot be used(ordered through triggers) anymore
 
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