(>^^)> Ayumi's Question Thread <(^^<)

Tom Jones

N/A
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The funny thing is that what you described is still a BJ :p
And that function wont return a user defined variable, only the blizzard one.
With your own variable it should look like this:
Code:
For each *SomeVariable* from 1 to 10, do (Actions)
    Loop - Actions
        Custom script:   call DestroyLightning(udg_StarGlow_LightningEffect[udg_*SomeVariable*])
 

Syndrome

You can change this now in User CP.
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Lightning Effects:

Lightning is basically illuminating an area, if you put used Chain Lightning at night, you would see some light and a thunderbolt, this is what lightning refers to
Lightning can be used in Spells, such as making an area go red and the missle art turn into a red thunderbolt for a while and such. Chain Lightning for example has a Lightning Effect option which allows for either Blue, Red or some other Lightning colors. This would make Lightning appear.
Hoped this helped a bit ^_^
 

SFilip

Gone but not forgotten
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Just for the record you can easily use Lightning - Destroy Lightning Effect action...that way you make your life simple if you don't know Jass.
So this action can be used in a loop to remove the leak:
Lightning - Destroy StarGlow_LightningEffect[(Integer A)]
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
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Big thanks Tom, Filip, Geo, Tinki, Evan, Choco and others who have answered my questions! <3
ps: mmm, you guys don't mind i call you using this short nickname ?

[edit]
To Filiip:
lol, i read the memory leak tutorial and i notice they use custom script, so i followed XD

Question 5: Preloading to reduce lag?
Hi guys! I read a couple of stuff regarding preloading, such as placing units
in the map and so on. But I was wandering how about the special effects
and others that come along with the spell.
Do I need to preload special effect as well as lightning effect?
If yes, then how to do it? Is it similar to creating units and placing in map?
But what if I had around like 50 spells with lots of special effects?

Below are some reference links that i read before posting this
http://www.thehelper.net/forums/showthread.php?t=42322&page=2&highlight=preload
http://www.thehelper.net/forums/showthread.php?t=38073&highlight=preload
 

SFilip

Gone but not forgotten
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You only need to preload special effects if the game "doesn't know" about them - for example if you intend to create one using triggers only, without having any specific spell that uses it.
If so you can do this using Game - Preload File on map initialization. To find out the path just set some property in the object editor, click ok and then try editing it again. For example set the footman model to storm bolt, click ok, try to edit it again and you'll see "Abilities\Spells\Human\StormBolt\StormBoltMissile.mdl" under Custom although that field isn't checked. Then just paste the path as a parameter to the preload function and there you have it.
 

rayquaza218

New Member
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Hey guyz, I trid out a lightning spell with this thing you guyz just said above, the thing is, the chain doesn't attach itself to the unit, but rather the POINT thw unit was, screwing up my spell. Heres the trigger

Chakra Whip
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Chakra Whip
Actions
Set WhipUnit = (Last created unit)
Set CastingUnit = (Casting unit)
Unit - Create 1 Dummy chakra whip point for Player 1 (Red) at (Position of CastingUnit) facing Default building facing degrees
Lightning - Create a Drain Life lightning effect from source (Position of CastingUnit) to target (Position of WhipUnit)
Animation - Change WhipUnit flying height to 10.00 at 500.00
Unit - Order WhipUnit to Move To ((Position of WhipUnit) offset by 2000.00 towards (Facing of WhipUnit) degrees)
Wait 1.60 seconds
Unit - Remove WhipUnit from the game
Lightning - Destroy (Last created lightning effect)

The thing is the whip(lightning effect) stays there but does not move. Is tehre a way to attach te lightning to the unit?

EDIT: Is the only way to do this to make the dummy unit an enemy, and create a dummy caster to lifedrain or aerial shackles the dummy unit? BTW the dummy unit (whipunit) is flying.
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
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you have to use periodic event to keep on linking to the person
use the event (mention above) to loop in order to refresh position
 

rayquaza218

New Member
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so i need to create and destroy lightning every few times? What time is recomended. and would the enemy arial shackles thing work?
 

ayumilove

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thats right, create and destroy lightning
time? depends on you lol
shorter time = smoother = laggier
longer time = not smooth = doesnt lag
the lag depends on your pc as well as other people playing your map

i hvaent tried aerial shackeles lol XD
 

rayquaza218

New Member
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Ok heres what i have, and its far from working lol ive tried everything why doesn't it work.

Chakra Whip
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Chakra Whip
Actions
Set WhipUnit = (Last created unit)
Set CastingUnit = (Casting unit)
Unit - Create 1 Dummy chakra whip point for Player 1 (Red) at (Position of CastingUnit) facing Default building facing degrees
Animation - Change WhipUnit flying height to 10.00 at 500.00
Unit - Order WhipUnit to Move To ((Position of WhipUnit) offset by 2000.00 towards (Facing of WhipUnit) degrees)
Trigger - Turn on Periodic Linking <gen>
Wait 1.60 seconds
Trigger - Turn off Periodic Linking <gen>
Unit - Remove WhipUnit from the game

And heres the periodic one

Periodic Linking
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Lightning - Create a Drain Life lightning effect from source (Position of CastingUnit) to target (Position of WhipUnit)
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)

yeah it still doesn't work, the lightning part is fine, it shows, but there some serious bugs, like when the spells first casted, theres a lightning thing connected to the middle of the map. HELP! lol
 

ayumilove

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why you lol o_O
you need to refresh the position of the unit as well
not just the lightning part only <3

and try using a unit starts the effect of an ability instead of finishing

edit
could you describe overall of the spell? why does it function like this or so?
so i can understand the spell better, and also understand what you are up to
 

rayquaza218

New Member
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51
Oh thanks lol, now i realised the problem here.

Ok, so far ive been trying to make the laser go in a slicing motionfrom the sky, the trigger says "POSITION of the unit" the lasers on the ground, how do i make it so that the laser is actually off the ground.

Spell description.
Im just working on the effects now, no damage as of yet.

OK, the hero cast the spell, he targets a point, a beam appears from him to overhead, and then beam slashes down like a whip, dealing damage. The way i want to do this is by dummy unit, the lightning is attached to a dummy unit, and as it moves away from the hero and lower to the ground, one end of the lightning follows it, making it look like a slashing beam. You get it now?

U don't have to update the variables. The variables are set as UNITS not positions
 

ayumilove

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ok, like this


you could base on a spell such as siphon mana or life drain

change the caster who cast this siphon mana to overhead

make the caster have fly movement, set the height

also, you could edit the range of the siphon mana so it wont break
the line.

The way i want to do this is by dummy unit, the lightning is attached to a dummy unit, and as it moves away from the hero and lower to the ground, one end of the lightning follows it, making it look like a slashing beam. You get it now?

this part i dont understand, the dummy is getting closer to the target?

just use the looping time to also adjust the height of the dummy unit
suchas every 0.5 sec -50 height or something.

and you have to plan how long does this spell last and then
match it with how fast the dummy unit descent from sky to ground

to make dummy follow target, you have to refresh the target position
also, you need to make your dummy unit faster than the target, or else
it wont reach to the targeted unit or something
 

rayquaza218

New Member
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51
ok, like this


you could base on a spell such as siphon mana or life drain

change the caster who cast this siphon mana to overhead

make the caster have fly movement, set the height

also, you could edit the range of the siphon mana so it wont break
the line.



this part i dont understand, the dummy is getting closer to the target?

just use the looping time to also adjust the height of the dummy unit
suchas every 0.5 sec -50 height or something.

and you have to plan how long does this spell last and then
match it with how fast the dummy unit descent from sky to ground

to make dummy follow target, you have to refresh the target position
also, you need to make your dummy unit faster than the target, or else
it wont reach to the targeted unit or something

so basically i need a harmless siphon mana spell and the unit created is actually one thats an enemy to the caster right? ill try it out
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
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Problem 9: TechTree Requirement
Hi guys, i created a spell that requires a tech tree requirement
The techtree requirement is a unit
If a unit is not in the map, the spell will not be activated
If a unit is in the map, the spell will be activated

The problem now is, if I kill the unit (which is required for TechTree Requirement)
It will not deactivate the spell back.
So how would I make deactivate it?
How do I fix this?

I do this because I want to get the grey ability button
when it is deactivated.
 

W!†A_cRaft

Ultra Cool Member
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Dont tell me there is an activate/deactivate ability in triggers coz il kill you.

After we went through all that trouble with Vengeful Strike and Overpower someone shows up and tells me there is such a thing as activate/deactivate????

P.S. Ayumi thanks for all the help
EDITED: And dont know what is wrong with your spell it works fine to me
 

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Nigerianrulz

suga suga how'd you get so fly?
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after you kill the unit do this
Code:
Event- Unit dies
Condition- Dying unit equal to (Tech Unit<gen>)
Action-Set Units equal to (All Units)
          Remove ( Blah Blah ability) from (Units)

something like this not sure of it... dont have WE
 
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