Starfall w/ Stun?

TheAbyss

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I'm trying to make a version of Priestess of the Moon's Starfall called Rockfall. I can't figure out how to make it stun anything that gets hit by a "star". Also, it would be cool if someone could tell me how to make it rain rocks instead of "stars", but that's not as important.
 

Lobster

Old Fogey ofthe site
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Youd have to use a flaling rock model, like interno, to switch models, im pretty sure its under the starfall buff or effect. One or the other
 

TheAbyss

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you would need to trigger it (as in have dummy's that cast stormbolt)
That's what i thought :S. Problem is, I've tried that with war stomp and i epic failed X(. I've also tried making the dummy have 100% bash. So I'm gonna need some help with that, sorry.
 

nandosman

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1) create a dummy with a storm bolt dummy spell of Z stun duration (Z being the seconds of your desired stun) in your unit's position for each unit within X range of your unit (X being the range of your spell) and make it cast it on each unit.

2) create a dummy unit in your unit's position with an thunderclap based spell and make it cast it.

3) If u want the stun for each star damage, mm, you could activate a trigger when casting your spell, that stuns every unit wihin X range of your unit, when they are damaged by your unit with MAGIC damage type; then deactivate the trigger when your unit stops casting.
 

TheAbyss

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Here's what I have so far (Trying to do #3):
Trigger:
  • Rockfall Stunner Create
    • Events
    • Unit - A unit Begins casting an ability
    • Conditions
    • (Ability being cast) Equal to Rockfall
    • Actions
    • Unit - Create 1 Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
    • Set DummyEffectUnit[(Player number of (Owner of (Castiong unit)))] = (Last created unit) \\the [ is there because DummyEffectUnit is an array: one for each player because more than one person can have the hero that casts Rockfall
    • Trigger - Turn on Rockfall Stun

Then the one for when he finishes using Rockfall:
Trigger:
  • Rockfall Stunner Remove
    • Events
    • Unit - A unit Stops casting an ability
    • Conditions
    • (Ability being cast) Equal to Rockfall
    • Actions
    • Unit - Remove DummyEffectUnit[(Player number of (Owner of (Casting unit)))] from the game
    • Trigger - Turn off Rockfall Stun

I'm Stuck on the Rockfall Stun trigger. I cant find the condition for damage type being magic. Where is it and is there anything else I should know? Like what the event should be or if this won't work with the array?
 

Zanderist

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Why don't you pause the units for x amount of seconds with the stun buff overhead within a certain range of the casting unit? And at the same time have the rocks falling.

Creating a dummy unit just sounds annoying.
 

Slapshot136

Divide et impera
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471
Why don't you pause the units for x amount of seconds with the stun buff overhead within a certain range of the casting unit? And at the same time have the rocks falling.

Creating a dummy unit just sounds annoying.

helps avoid bugs, like it working on a spell-immune unit for example, and you can also create the dummy above the target so you see a star crash down on them, which would be a pain to trigger w/o a dummy (homing on the target that is)

(ok more serious bugs: if you have 2 stuns that are triggered via pause, you get errors (possibly permanently paused units), while using the default stun you won't run into that (as long as you don't set the duration to 0))
 

Guest3z

New Member
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You could trigger it like those show damage systems, something like
Trigger:
  • Init Set
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • Set Global_Unit_Group = (Units in (Entire map))
      • Unit Group - Pick every unit in Global_Unit_Group and do (Actions)
        • Loop - Actions
          • Trigger - Add to Rockfall <gen> the event (Unit - (Picked unit) Takes damage)
      • Custom script: call DestroyGroup(udg_Global_Unit_Group)

Trigger:
  • Ingame Set
    • Events
      • Unit - A unit enters (Entire map)
    • Conditions
    • Actions
      • Trigger - Add to Rockfall <gen> the event (Unit - (Triggering unit) Takes damage)

Trigger:
  • Rockfall
    • Events
    • Conditions
      • ((Triggering unit) has buff Starfall (Target)) Equal to True
    • Actions
      • Custom script: local unit u = GetTriggerUnit()
      • Unit - Pause (Triggering unit)
      • Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Human\Thunderclap\ThunderclapTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Wait 1.00 seconds
      • Custom script: call PauseUnitBJ( false, u )
 

TheAbyss

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This is helpful, but I'm uncomfortable with the pausing with stun graphics instead of real stunning. There are also going to be enemy heroes in the map when it's played in multiplayer and they might be confused that all their abilities dissappear during the attack if it hits them. Also, there are "duels" every five minutes, which has a pause on all units but the duelists and if anyone is casting rockfall when this starts, it's almost sure to glitch. That said, is there any way to use a real stun instead? I've tried using the dummies but I cant figure out how to do it without side effects.
 

nandosman

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To stun units for each star hit, you need to use Unit Friendly Damage Detection System posted here before, it requires some Jass knowledge to understand it, but you don't need to, just copy paste the trigger into your map and do everything else in GUI, here, i made an example, I think this is what u want.
 

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TheAbyss

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Wow, I checked it out and it works great! I'm moving the pieces to my map right now! Will it work with multiple players being able to cast it? (All twelve have the ability to choose the Rockfall hero)
 

HeX.16

Isn't Trollin You Right Now
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Hmm im not to sure about MUI but i think its not MUI(what you said above) but it can easily be changed into MUI. I stand to be corrected i know it.
 

TheAbyss

New Member
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Just by looking at some of the GUI, it looks like more than one player can cast it, just not at the same time. Looks like I'll have to live with it. :rolleyes:
Anyways, thanks, and +rep to everyone who helped. :D
 

nandosman

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it's not MUI, for that u need to make it all in JASS and change some GDD variables, i'll do it for ya when i get home
 

Bogrim

y hello thar
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154
To make the trigger MUI, simply make the following changes:

Create a group variable. (I named the group "Starfall" in the examples below.)

Change the first trigger to this:
Trigger:
  • Begin Channel
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Rockfall
    • Actions
      • Unit Group - Add (Triggering unit) to Starfall

Enable the second trigger so that it is always active. Then change the condition and update the variables (I also removed the leak):
Trigger:
  • Stun
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • (GDD_DamageSource is in Starfall) Equal to True
    • Actions
      • Set Temp_Point = (Position of GDD_DamagedUnit)
      • Unit - Create 1 Dummy for (Owner of GDD_DamageSource) at Temp_Point facing Default building facing degrees
      • Unit - Add Stun (Dummy) to (Last created unit)
      • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Attacked unit)
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation( udg_Temp_Point )

Then finally, change the last trigger to fit the design:
Trigger:
  • Stop Channel
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
      • (Ability being cast) Equal to Rockfall
    • Actions
      • Unit Group - Remove (Triggering unit) from Starfall

The trigger is now MUI and will work even if the same player has multiple units casting the spell at the same time.
 
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