A little trigger help with my spell

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I want to create a spell much like frozen orb from the diablo 2 sorceres spell. So you spawn an orb from which 10 icycles (ice spikes) spawn each in its own angle making it a full 360 degress. Each spike will then move on its own path damaing enemies (I know i haven't added condition for that in the trigger). I have made the spell now I'm having only one problem. How do I add a small "pause" between the movement start of each spike. I don't want them to start going all at the same time. I want them to have like 0.33 seconds pause between each other.

Trigger:
  • Ice Spikes Init
    • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Fire Ball
    • Actions
    • Set FrostSpikes = 0
    • Set IceSpikeCaster = (Casting unit)
    • Set IceSpikePoint = (Target point of ability being cast)
    • Set IceSpikesCasterPos = (Position of (Casting unit))
    • Unit - Create 1 Fire Ball Unit for (Owner of (Casting unit)) at IceSpikePoint facing Default building facing degrees
    • Set IceSpikesStartingUnit = (Last created unit)
    • Set IceSpikeOffsetPoint = IceSpikePoint
    • Set IceSpikeAngle = (Angle from IceSpikesCasterPos to IceSpikePoint)
    • Set IceSpikesOffsetAngle = (IceSpikeAngle - 72.00)
    • Set IceSpikeOffsetPoint = (IceSpikePoint offset by 200.00 towards IceSpikesOffsetAngle degrees)
    • Custom script: call RemoveLocation (udg_IceSpikesCasterPos)
    • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions
    • Set IceSpikesOffsetAngle = (IceSpikesOffsetAngle + 36.00)
    • Unit - Create 1 Footman for (Owner of IceSpikeCaster) at IceSpikeOffsetPoint facing (IceSpikesOffsetAngle - 36.00) degrees
    • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
    • Set IceSpikesUnit[(Integer A)] = (Last created unit)
    • Set IceSpikePosition[(Integer A)] = (Position of IceSpikesUnit[(Integer A)])
    • Set IceSpikeOffsetPoint = (IceSpikePoint offset by 200.00 towards IceSpikesOffsetAngle degrees)
    • Set IceSpikeUnitAngle[(Integer A)] = (Angle from (Position of IceSpikesStartingUnit) to (Position of IceSpikesUnit[(Integer A)]))
    • Unit Group - Add (Last created unit) to Unit Group
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (Integer A) Equal to 10
    • Then - Actions
    • Trigger - Turn on Ice Spikes Creation <gen>
    • Game - Display to (All players) the text: Napravljeni su poci...
    • Else - Actions

Trigger:
  • Ice Spikes Creation
    • Events
    • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
    • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (IceSpikesUnit[(Integer A)] is alive) Equal to True
    • Then - Actions
    • Unit - Move IceSpikesUnit[(Integer A)] instantly to IceSpikePosition[(Integer A)]
    • Set IceSpikeGroup[(Integer A)] = (Units within 150.00 of IceSpikePosition[(Integer A)])
    • Unit Group - Pick every unit in IceSpikeGroup[(Integer A)] and do (Actions)
    • Loop - Actions
    • Unit - Cause IceSpikeCaster to damage (Picked unit), dealing 20.00 damage of attack type Spells and damage type Normal
    • Set IceSpikePosition[(Integer A)] = (IceSpikePosition[(Integer A)] offset by 10.00 towards IceSpikeUnitAngle[(Integer A)] degrees)
    • Custom script: call DestroGroup (udg_IceSpikeGroup[GetForLoopIndexA()])
    • Else - Actions
    • Game - Display to (All players) the text: Trigger ugasen
    • Trigger - Turn off (This trigger)
    • Custom script: call RemoveLocation (udg_IceSpikePosition[GetForLoopIndexA()])


The summoned orb (first sumoned unit) it's not moving like in diablo2. its just stationary effect. The spikes are the only thing that is moving.
 
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