Blink Strike Spell help

THE_X

New Member
Reaction score
49
ok so im making a diffrent type of blink strike, i was watching Jumper, and when the one guy charges after Samual L. Jackson while jumping to make the blowback more effective was pretty cool so i decided to make a spell out of it.

its odd because the spell works sometimes, and the sometimes it does not work right. when it does not work it just wont do anything at all, heres what i got

Code:
Start Blink Strike
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Blink Strike 
    Actions
        Set Point[1] = (Position of (Picked unit))
        Set Point[2] = (Target point of ability being cast)
        Set Blink_Strike_Angle[(Custom value of (Triggering unit))] = (Angle from Point[1] to Point[2])
        Custom script:   call RemoveLocation (udg_Point[1])
        Custom script:   call RemoveLocation (udg_Point[2])

Code:
Start Blink Strike 2
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Blink Strike 
    Actions
        Set Blink_Strike_Jumps[(Custom value of (Triggering unit))] = 0
Code:
Blink Strike Move
    Events
        Time - Every 0.35 seconds of game time
    Conditions
    Actions
        Set Group[1] = (Units in (Entire map) matching ((Current order of (Matching unit)) Equal to (Order(autoharvestgold))))
        Unit Group - Pick every unit in Group[1] and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Unit-type of (Picked unit)) Equal to Jumper
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Blink_Strike_Jumps[(Custom value of (Picked unit))] Greater than or equal to 10
                            Then - Actions
                                Unit - Order (Picked unit) to Stop
                            Else - Actions
                                Set Unit[1] = (Picked unit)
                                Set Point[1] = (Position of (Picked unit))
                                Set Point[2] = (Point[1] offset by 150.00 towards Blink_Strike_Angle[(Custom value of (Picked unit))] degrees)
                                Set Group[2] = (Units within 100.00 of Point[2] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Unit[1])) Equal to True) and (((Matching unit) is A ground uni
                                Unit - Move (Picked unit) instantly to Point[2], facing Blink_Strike_Angle[(Custom value of (Picked unit))] degrees
                                Special Effect - Create a special effect at Point[2] using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
                                Special Effect - Destroy (Last created special effect)
                                Set Blink_Strike_Jumps[(Custom value of (Picked unit))] = (Blink_Strike_Jumps[(Custom value of (Picked unit))] + 1)
                                Unit Group - Pick every unit in Group[2] and do (Actions)
                                    Loop - Actions
                                        Unit - Cause Unit[1] to damage (Picked unit), dealing (5.00 + (10.00 x ((Real((Level of Blink Strike  for Unit[1]))) x (Real(Blink_Strike_Jumps[(Custom value of Unit[1])]))))) damage of attack type Spells and damage type Normal
                                        Unit - Create 1 Dummy for (Owner of Unit[1]) at Point[2] facing Default building facing degrees
                                        Unit - Add Blink Strike Stun  to (Last created unit)
                                        Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
                                        Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            If - Conditions
                                                (Custom value of (Picked unit)) Less than 1
                                            Then - Actions
                                                Set MUI = (MUI + 1)
                                                Unit - Set the custom value of (Picked unit) to MUI
                                            Else - Actions
                                        Set Point[3] = (Position of (Picked unit))
                                        Set Slide_Angle[(Custom value of (Picked unit))] = (Angle from Point[2] to Point[3])
                                        Custom script:   call RemoveLocation (udg_Point[3])
                                Custom script:   call DestroyGroup (udg_Group[2])
                                Custom script:   call RemoveLocation (udg_Point[1])
                                Custom script:   call RemoveLocation (udg_Point[2])
                                Set Unit[1] = No unit
                    Else - Actions
        Custom script:   call DestroyGroup (udg_Group[1])

ok so when it blinks it blinks to the angle of 0 and i dont know why!!! i should be just fine!, the ability is based off of channel and it blinks 10 times, and when it hits a unit or blinks 10 times he stops casting. and sometimes it just wont do anything at all, but when it does blink it blinks to angle 0 and it works other than that
 

Caedin88

New Member
Reaction score
1
ok so im making a diffrent type of blink strike, i was watching Jumper, and when the one guy charges after Samual L. Jackson while jumping to make the blowback more effective was pretty cool so i decided to make a spell out of it.

its odd because the spell works sometimes, and the sometimes it does not work right. when it does not work it just wont do anything at all, heres what i got

Code:
Start Blink Strike
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Blink Strike 
    Actions
        Set Point[1] = (Position of (Picked unit))  ---> [B]Set Point[1] = (Position of (Triggering Unit))[/B]
        Set Point[2] = (Target point of ability being cast)
        Set Blink_Strike_Angle[(Custom value of (Triggering unit))] = (Angle from Point[1] to Point[2])
        Custom script:   call RemoveLocation (udg_Point[1])
        Custom script:   call RemoveLocation (udg_Point[2])

Check bolded.
 
M

moonrasor

Guest
Idk if it will help you out any or not but i have an omnislash in my map wich is the same thing as blinkstrike. Here are the triggers for it and it works perfectly everytime... just modify it to your needs
Code:
Omnislash
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Omnislash 
    Actions
        Set o = (Triggering unit)
        Set t = (Target unit of ability being cast)
        Set tl = (Position of t)
        If ((Level of Omnislash  for o) Equal to 1) then do (Set loops = 3) else do (Do nothing)
        If ((Level of Omnislash  for o) Equal to 2) then do (Set loops = 5) else do (Do nothing)
        If ((Level of Omnislash  for o) Equal to 3) then do (Set loops = 8) else do (Do nothing)
        Unit - Make o Invulnerable
        Animation - Change o's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
        Selection - Remove o from selection
        Unit - Move o instantly to tl
        Custom script:   call RemoveLocation(udg_tl)
        Animation - Play o's attack animation
        Unit - Cause o to damage t, dealing (Random real number between 250.00 and 500.00) damage of attack type Chaos and damage type Poison
        Special Effect - Create a special effect attached to the chest of o using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
        Special Effect - Destroy (Last created special effect)
        For each (Integer A) from 1 to loops, do (Actions)
            Loop - Actions
                Wait 0.30 game-time seconds
                Set o_current_loc = (Position of o)
                Set EG[1] = (Units within 1000.00 of o_current_loc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of o)) Equal to True) and ((((Matching unit) is A flying
                Set EG[2] = (Random 1 units from EG[1])
                Custom script:   call RemoveLocation(udg_o_current_loc)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Number of units in EG[1]) Greater than 0
                    Then - Actions
                        Unit Group - Pick every unit in EG[2] and do (Actions)
                            Loop - Actions
                                Set p = (Picked unit)
                                Set pl = (Position of p)
                                Selection - Remove o from selection
                                Unit - Move o instantly to pl
                                Custom script:   call RemoveLocation(udg_pl)
                                Animation - Play o's attack animation
                                Unit - Cause o to damage p, dealing (Random real number between 250.00 and 500.00) damage of attack type Chaos and damage type Poison
                                Special Effect - Create a special effect attached to the chest of o using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
                                Special Effect - Destroy (Last created special effect)
                        Custom script:   call DestroyGroup(udg_EG[1])
                        Custom script:   call DestroyGroup(udg_EG[2])
                    Else - Actions
                        Custom script:   call DestroyGroup(udg_EG[1])
                        Custom script:   call DestroyGroup(udg_EG[2])
                        Selection - Add o to selection for (Owner of o)
                        Animation - Change o's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                        Unit - Make o Vulnerable
        Selection - Add o to selection for (Owner of o)
        Animation - Change o's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
        Unit - Make o Vulnerable
if you would like 10 jumps then set loops to 10
 
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