Newbwc3's Help Thread

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QUOTE:
Code:
when you use GUI to create a unit, it sets the global bj_lastCreatedUnit to the created unit. (Last created unit) uses this global, and if you create a second unit between creating a unit and referring (Last created unit) in the same trigger, it will refer the wrong unit.

Ok let me get this straight, "Last created unit" refers only to the unit last created in the trigger that "last created unit" is put into? I thought "Last created unit" refers to the last created unit that is made by ANY trigger.

Also in "bj_lastCreatedUnit" what does bj stand for?
SOLVED
 
QUOTE:
Code:
when you use GUI to create a unit, it sets the global bj_lastCreatedUnit to the created unit. (Last created unit) uses this global, and if you create a second unit between creating a unit and referring (Last created unit) in the same trigger, it will refer the wrong unit.

Ok let me get this straight, "Last created unit" refers only to the unit last created in the trigger that "last created unit" is put into? I thought "Last created unit" refers to the last created unit that is made by ANY trigger.

Also in "bj_lastCreatedUnit" what does bj stand for?
This is explained here. Not sure what the bj stands for... Blizzard JASS maybe?
 
thx and your the first one i've ever given +rep to..(because my rep was to low) +REP!

Wow this threads huge...If there was ever a newb he could go here and learn to use the editor, lol.
MORE QUESTIONS:
1) Should i clear the "bj_LastCreatedUnit" and how? "call Remove(bj_LastCreatedUnit)"?

2) I want to make my SeigeMachine(goblinshredder) to attack with a ranged flamethrower attack coming out of his cannon arm if an enemy is 150-400 range from him. I want this attack to only happen if the player tells the SeigeMachine to attack the enemy unit. Yea I know u could do that but I also want him to attack with his regular melee attack if the enemy is closer than 150 range. <<<(Maybe a custom ability could do this with some complex trigger but i have no clue how to do it).plz help.

3) U think my avatar looked better with the white background?Or should i outline his wings in red to see them better?

THX in advance! +Rep to anyone who can actually solve number2.
SOLVED
 
Hmmm... took me a little bit of thought, not sure if it'll work but what you could try is....

1. Make a custom ability based off some AUTO-CASTING ABILITY (very important that you do this)

2. When the player wants to use the flamethrower, they can auto-cast it

3. Edit the abilty to make a flamethrower attack.

And when they want to melee, they just turn off the auto-cast! :D
 
Or, well, you can give the unit two attacks... one with a minimum attack of 150+ and one with a maximum of 150-.

Not too hard since units can have two types of attacks...
 
Autocasting Mana-draining Flamethrower.

>Anything. Ur method does not work.

I Need to make an Auto-casting ability that does flamethrower and when turned on drains mana like immolation. But somehow I got to make it into a flamethrower. How? (maybe I shouldn't ask this yet cause I haven't really tried yet.) I should use immolation right? I've heard ppl haveing problems turning the burning effect off before.
SOLVED
 
You can just create an ability and just do the draining part yourself. I think it might work if you do this:
Code:
Ability Cast
Events:
Unit - A unit starts the effect of an ability
Conditions:
(Ability Being Cast) Equal to <Ability>
Actions:
Set ManaCur = (Triggering Unit)'s current Mana
Trigger - Run Mana Drain (Ignoring Conditions)

Code:
Mana Drain (Initially Off)
Events:
Time - Every 2.00 seconds of game time
Conditions:
Actions:
Unit - Set mana of (Triggering unit) to ((Mana Cur) - 1.00)

Code:
Stop Mana Drain
Events:
Unit - A unit stops casting an ability
Conditions:
Ability Being Cast) Equal to <Ability>
Actions:
Trigger - Turn off (Mana Drain)

I hope that will work! :shades:
 
I need an auto-casting ability that can damage enemys... already tried using heal and changing some things in editor but doesn't work. What ability should I use as a base? I'll need some missile art to be fired at enemy and damage him.
SOLVED
 
Searing Arrows... Parasite... Inner Fire with negative Regen...

C'mon, even you could have done that.
 
Ok this time I actually did somthing :/

Code:
FlamethrowerON
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Flamethrower 
    Actions
        Set FT_caster = (Triggering unit)
        Special Effect - Create a special effect attached to the hand,left of FT_caster using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
        Trigger - Turn on FlamethrowerARTandDAMAGE <gen>

Code:
FlamethrowerOFF
    Events
        Unit - A unit Stops casting an ability
    Conditions
        (Ability being cast) Equal to Flamethrower 
    Actions
        Special Effect - Destroy (Last created special effect)
        Trigger - Turn off FlamethrowerARTandDAMAGE <gen>

Code:
FlamethrowerARTandDAMAGE
    Events
        Unit - A unit Is issued an order targeting an object
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of FT_caster) Equal to Siege Machine
                (Issued order) Equal to (Order(attack))
            Then - Actions
                Unit - Create 1 FT_Dummy for (Owner of FT_caster) at (Position of FT_caster) facing Default building facing degrees
                Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
                Unit - Order (Last created unit) to Attack (Target unit of issued order)
                Unit - Cause (Attacking unit) to damage (Target unit of issued order), dealing 10.00 damage of attack type Chaos and damage type Fire
            Else - Actions

As you can see im using immolation as a base ability to turn it on/off and do mana drain. Using triggers to make the damage and missile art. IT HAS TO ONLY DO THE FLAMETHROWER ON ENEMYS THAT U CLICK ON once u turn it on ofcourse, you get the idea, well yea it doesnt work how to fix?

:banghead: :banghead: :banghead::cool:
SOLVED
 
how doesnt it work? you cant turn it off or it doesnt attack?
Anyway the trigger which turns off the ability is kinda wrong
Code:
Unit - A unit Stops casting an ability
i suggest you to change it to a unit stops the effect of an ability
then targeting an object to maybe targeting an unit?
 
Offtopic-maps

It seems as if I have not pushed the submit button -.-
Here they are, still lacking tooltips and for the ctf (human vs orc) there are some features I didn't implement yet.
I presume they will follow, but if I don't get the point how to make them (see my thread "mana use of phenixfire") they won't.
 
Ok this time I actually did somthing :/

Code:
FlamethrowerON
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Flamethrower 
    Actions
        Set FT_caster = (Triggering unit)
        Special Effect - Create a special effect attached to the hand,left of FT_caster using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
       [B] Set FlamethrowerArt = (Last created special effect)[/B]
        Trigger - Turn on FlamethrowerARTandDAMAGE <gen>

Code:
FlamethrowerOFF
    Events
        Unit - [B]A unit Stops casting an ability[/B]
    Conditions
        (Ability being cast) Equal to Flamethrower 
    Actions
        Special Effect - Destroy [B]FlamethrowerArt[/B]
        Trigger - Turn off FlamethrowerARTandDAMAGE <gen>

Code:
FlamethrowerARTandDAMAGE
    Events
        Unit - A unit Is issued an order targeting an object
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of FT_caster) Equal to Siege Machine
                (Issued order) Equal to (Order(attack))
            Then - Actions
                Unit - Create 1 FT_Dummy for (Owner of FT_caster) at (Position of FT_caster) facing Default building facing degrees
                Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
                Unit - Order (Last created unit) to Attack (Target unit of issued order)
                Unit - Cause[B] FT_caster [/B]to damage (Target unit of issued order), dealing 10.00 damage of attack type Chaos and damage type Fire
            Else - Actions

As you can see im using immolation as a base ability to turn it on/off and do mana drain. Using triggers to make the damage and missile art. IT HAS TO ONLY DO THE FLAMETHROWER ON ENEMYS THAT U CLICK ON once u turn it on ofcourse, you get the idea, well yea it doesnt work how to fix?

:banghead: :banghead: :banghead::cool:

Notice the bolded stuff.

I think this will only work for every time you order the unit to attack - i.e. you have to keep clicking the units you want to hurt.

Does the dummy have an attack enabled?
 
Code:
FlamethrowerON
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Flamethrower 
    Actions
        Set FT_caster = (Triggering unit)
        Special Effect - Create a special effect attached to the hand,left of FT_caster using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
        Set FT_Art = (Last created special effect)
        Trigger - Turn on FlamethrowerARTandDAMAGE <gen>

Code:
FlamethrowerOFF
    Events
        Unit - A unit Stops casting an ability
    Conditions
        (Ability being cast) Equal to Flamethrower 
    Actions
        Special Effect - Destroy FT_Art
        Trigger - Turn off FlamethrowerARTandDAMAGE <gen>

Code:
FlamethrowerARTandDAMAGE
    Events
        Unit - A unit Is issued an order targeting an object
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of FT_caster) Equal to Siege Machine
                (Issued order) Equal to (Order(attack))
            Then - Actions
                Unit - Create 1 FT_Dummy for (Owner of FT_caster) at (Position of FT_caster) facing Default building facing degrees
                Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
                Unit - Order (Last created unit) to Attack (Target unit of issued order)
                Unit - Cause FT_caster to damage (Target unit of issued order), dealing 10.00 damage of attack type Chaos and damage type Fire
            Else - Actions

The problem is it doesn't do nothing! No art, no damage..nothing. I think it has somthing to do with them stupid ability events???

btw: I think to make it so u dont have to keep clicking on the unit it attacks u could loop the actions with the condition: unit being targeted health higher than 0%. How do u loop the actions like that?:mad:
SOLVED
 
  • Let's make sure that your dummy unit has an attack for the attack function.
  • You should instead, use Unit is Attacked instead of Unit is issued an order...
  • Seige Engines do not have a hand attachment.
  • You can't "stop casting" Immolation.
  • Looping the effect after the unit starts flamethrowering would be even worse. The effect would continue even after the unit selects a different unit (one unit is clicked, the unit is flamed, second unit is clicked, both are flames, the first one is clicked again, it is flamed double and the second one is also flamed).
  • Make sure the dummy has a Missile attack...
 
Code:
FlamethrowerON
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Flamethrower 
    Actions
        Set FT_caster = (Triggering unit)
        Special Effect - Create a special effect attached to the hand,left of FT_caster using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
        Set FT_Art = (Last created special effect)
        Trigger - Turn on FlamethrowerARTandDAMAGE <gen>

Code:
FlamethrowerOFF
    Events
        Unit - A unit Stops casting an ability
    Conditions
        (Ability being cast) Equal to Flamethrower 
    Actions
        Special Effect - Destroy FT_Art
        Trigger - Turn off FlamethrowerARTandDAMAGE <gen>

Code:
FlamethrowerARTandDAMAGE (initially off)
    Events
        Unit - A unit Is issued an order targeting an object
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of FT_caster) Equal to Siege Machine
                (Issued order) Equal to (Order(attack))
            Then - Actions
                Unit - Create 1 FT_Dummy for (Owner of FT_caster) at (Position of FT_caster) facing Default building facing degrees
                Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
                Unit - Order (Last created unit) to Attack (Target unit of issued order)
                Unit - Cause FT_caster to damage (Target unit of issued order), dealing 10.00 damage of attack type Chaos and damage type Fire
            Else - Actions


Alright the only way this is going to work is:

IF i can find some way of making an event like this: Unit Activates Flamethrower/Unit deactivates flamethrower. That way i can turn it on/off!
Maybe theres some custom JASS or somthin i dunno i just want it to work.
If i cant fix it this time i guess I'll just post my map this question has gone on way to long...:confused:
SOLVED
 
SerraAvenger -> +rep! I should give more +rep I know.
Farplane -> +rep!
Anything. -> +rep!
Thx for helping! I need help look at the post above this one!^
SOLVED
 
*Quickly sprints into this thread as Newbwc3 hands out rep* :D

Code:
If - Conditions:
           (Ability Being Cast) Equal to <Ability>
That should work well. Ability being cast refers to starting the effect, casting an ability, channeling an ability, and I'm pretty sure it is the same for "stop casting an ability", but you can't have the "Stop Casting an ability" in just one trigger unless that is your event. :D
 
PurgeandFire i dont think u quite understand correctly THAT^ does NOT work with immolation!!! What I need is an EVENT that detects when a unit ACTIVATES an ability(immolation) IMMOlation is my base ability! Do u understand what im trying to tell U!?help.:banghead:
SOLVED
 
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