Making it MUI: Problem with a Barrage-Type spell

Ouguiya

New Member
Reaction score
11
Hello everyone!

As you probably all know, barrage is a really cool ability, which enables a multishot to hit several units.

In terms of balance however, there is one problem: The ability is passive (no mana required) and permanent, which are both not really good when using this as a hero ability.

My thought to this was: Why not make a dummy-spell, which, when activated, adds the "barrage"-ability, and then, after a certain time, removes it again.

The problem is that, in singleplayer, when testing the map, this works great. The spell is used, the trigger is activated, the barrage is added, the trigger waits a certain time, then removes it again.

In Multiplayer this doesn't work however.

Now, i read somewhere that the spell is MUI, even with waits, as long as the trigger uses only "Event Response - Casting unit" and "Triggering player" and such, because the variables stay in place.


The trigger I have constructed keeps to that principle, but what happens is that the spell is added, but not removed. Here is the trigger for further reference:

Trigger:
  • Multiaxe
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Testunit445
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Multishot (Dummy)
        • Then - Actions
          • Unit - Add Multishot to (Casting unit)
          • Unit - Set level of Multishot for (Casting unit) to (Level of (Ability being cast) for (Casting unit))
          • Wait 30.00 seconds
          • Unit - Remove Multishot from (Casting unit)
        • Else - Actions
          • Do nothing


I hope somebody knows what went wrong here, or can point me in the direction of an alternative.

Thanks a lot in advance!

Yours,

Ouguiya
 

Faust

You can change this now in User CP.
Reaction score
123
there is no casting unit after a wait... Just use triggering unit. And yeah it's not mui.
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Make all Casting Units Triggering Unit
 

Ouguiya

New Member
Reaction score
11
Hello all!

Thanks for the replies and sorry for the late answer.

Will "triggering unit" make it MUI then?

Thanks!

Yours,

Ouguiya
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
No it wil make it more eficiant to make it MUI u need to use arrays and save the number
 

Ayanami

칼리
Reaction score
288
This will make it MUI.

Trigger:
  • Multiaxe
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Animate Dead
          • (Unit-type of (Triggering unit)) Equal to Testunit445
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CustomValue Less than 10
        • Then - Actions
          • Set CustomValue = (CustomValue + 1)
        • Else - Actions
          • Set CustomValue = 1
      • Set Caster[CustomValue] = (Triggering unit)
      • Set Timer[CustomValue] = 30
      • Unit - Add Multishot to Caster[CustomValue]
      • Unit - Set level of Multishot for Caster[CustomValue] to (Level of (Ability being cast) for Caster[CustomValue])
      • Set TempPoint = (Center of (Playable map area))
      • Unit - Create 1 Dummy for (Owner of Caster[CustomValue]) at TempPoint facing Default building facing degrees
      • Unit - Set the custom value of (Last created unit) to CustomValue
      • Unit Group - Add (Last created unit) to DummyGroup
      • Custom script: call RemoveLocation(udg_TempPoint)


Trigger:
  • Multiaxe Periodic
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
      • (DummyGroup is empty) Equal to False
    • Actions
      • Unit Group - Pick every unit in DummyGroup and do (Actions)
        • Loop - Actions
          • Set TempInt = (Custom value of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Timer[TempInt] Less than or equal to 0
            • Then - Actions
              • Unit - Remove Multishot from Caster[TempInt]
              • Unit - Remove (Picked unit) from the game
            • Else - Actions
              • Set Timer[TempInt] = (Timer[TempInt] - 1)


Variables
Caster - Unit (Array 10)
CustomValue - Integer
DummyGroup - Unit Group
TempInt - Integer
TempPoint - Point
Timer - Integer (Array 10)

The Dummy is a no-model unit with the Locust ability. It's just a unit to get back the Custom Value. This basically enables a lot of people to use the skill at the same time.
 

Ouguiya

New Member
Reaction score
11
Hi there again!

Wow, an incredibly comprehensive trigger! Thanks a lot! (+rep)

There is just one thing I don't understand: Why is the trigger with the event response not MUI? According to this tutorial (here on thehelper): http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=51725 , Event Responsed units, even after waits, are MUI, to quote:

"All unit event responses are MUI and you can refer to the these responses even after long waits."

I have to admit that I myself understand very little of spell-triggering, making something MUI or scripting, I simply want to understand the dissonance here.

Thanks again!

Yours,

Ouguiya
 

Ouguiya

New Member
Reaction score
11
Bump

Please... can anybody explain this, it would be very nice.

Thanks in advance.

Yours,

Ouguiya
 

wellwish3r

wishes wells.
Reaction score
52
they were talking bananas, use (Triggering Unit) and its MUI, no matter how long the wait is.

Btw, the "Do Nothing" action is unnecessary, just leave the "then" actions blank

JASS:
function DoNothing takes nothing returns nothing
endfunction


probably the most pointless thing known to man.
 
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