Discussion Please Help me with this custom skill .. :s

ExTrainHeartnet

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Edit : P.S. I noticed this is the wrong sections . sorry :( is it possible to transfer this to the World Editor help zone?

Hey all, I'm having a problem with this custom skill I'm making here. Please help .. I'm sure the problem is simple, I just can't seem to figure it out.. Sorry for the long winded report.

Ability Name : Explosive Rounds (AoE Damage Type)
----------------------------------------------------------------------------------------------------------------

How I want the Ability to function :
[ Part 1 of Damage ] : -- Edited Night Elf's Shadow Strike and renamed to Explosive Rounds for this
Deals 150 Damage to Main Target. Deals 50 Damage a few seconds after.

[ Part 2 of Damage ] : -- Edited Human's Flame Strike and given to dummy unit for this.
Deals dps on 350 AoE with Main target as center. 5 dps for those further out within the AoE. 10 dps for those deeper inside the AoE.

[ Part 3 of Damage ] : -- Main Problem Here - I used Unit - Cause Damage Area function.
Deals Damage Equal to ;
(400 + ( Explosive Rounds Skill level * 50 ))

All 3 parts should happen atleast almost simultaneously
---------------------------------------------------------------------------------------------------------------
PROBLEM : Part 3 of the damage seems to only occur occasionally. [ I need it to occur everytime ]
I'll Give credits for anyone who helps me for the map I'm making :)
Here are the Scripts : Click them to see them in full size to read >_<
Trigger A.jpg
Trigger B.jpg
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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613
We really need some way to tell people that they should never use Damage Circular Area or Do Nothing.
Trigger:
  • Explosive Rounds
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Explosive Rounds
    • Actions
      • Set TempPoint = (Position of (Target unit of ability being cast))
      • -------- Shadow Strike --------
      • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
      • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Shadow Strike to (Last created unit)
      • Unit - Set level of Shadow Strike for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
      • Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike (Target unit of ability being cast)
      • -------- Flame Strike --------
      • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
      • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Flame Strike to (Last created unit)
      • Unit - Set level of Flame Strike for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
      • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike TempPoint
      • -------- Area Damage --------
      • Set TempUnitGroup = (Units within 350.00 of TempPoint)
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is dead) Equal to False
              • ((Picked unit) is A structure) Equal to False
              • ((Picked unit) is Mechanical) Equal to False
              • ((Picked unit) is Magic Immune) Equal to False
              • ((Picked unit) belongs to an ally of (Owner of (Triggering unit))) Equal to False
            • Then - Actions
              • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (450.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 50.00)) damage of attack type Spells and damage type Normal
            • Else - Actions
      • Custom script: call DestroyGroup (udg_TempUnitGroup)
      • Custom script: call RemoveLocation (udg_TempPoint)
 

ExTrainHeartnet

New Member
Reaction score
0
We really need some way to tell people that they should never use Damage Circular Area or Do Nothing.
Trigger:
  • Explosive Rounds
    • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Explosive Rounds
    • Actions
    • Set TempPoint = (Position of (Target unit of ability being cast))
    • -------- Shadow Strike --------
    • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
    • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
    • Unit - Add Shadow Strike to (Last created unit)
    • Unit - Set level of Shadow Strike for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
    • Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike (Target unit of ability being cast)
    • -------- Flame Strike --------
    • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
    • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
    • Unit - Add Flame Strike to (Last created unit)
    • Unit - Set level of Flame Strike for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
    • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike TempPoint
    • -------- Area Damage --------
    • Set TempUnitGroup = (Units within 350.00 of TempPoint)
    • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
    • Loop - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • ((Picked unit) is dead) Equal to False
    • ((Picked unit) is A structure) Equal to False
    • ((Picked unit) is Mechanical) Equal to False
    • ((Picked unit) is Magic Immune) Equal to False
    • ((Picked unit) belongs to an ally of (Owner of (Triggering unit))) Equal to False
    • Then - Actions
    • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (450.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 50.00)) damage of attack type Spells and damage type Normal
    • Else - Actions
    • Custom script: call DestroyGroup (udg_TempUnitGroup)
    • Custom script: call RemoveLocation (udg_TempPoint)
omg o_o i didnt think of this alternative ... thx KaerfNomeKop ! :)
 
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