Ability help.. first ever ability requiring triggers :(

  • Thread starter Thread starter georgie
  • Start date Start date
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georgie

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Hey okay so im just gettin started on making abilities for my custom heros.

For my first one, i have an idea but dunno how to come about doing it (for actions)

Ability Name : Flame Burst
Basic Idea : Flames burst up from the ground randomly (like the fire cinimatic) whic deals like some amount of damage to any unit it hits and this is a channeling spell which lasts for about 6 seconds

So this is what i have

Event - A unit begins channeling a spell
Conditions - Spell being channeled is equal to Flame Burst
Actions - ?????????????????????/

The actions part is my problem, now i know the flames coming up from the ground have something to do with the Animation section, but i just spent 10 minutes trying to figure this out and i can't seem to.

And does anyone have an idea of what spell i should base this off of? Thanks for the help.
 
you could (from intergers 1 to however many) create a fire doodad in random point in 1000(whatever range) of channelingunit, and have a seperate trigger that detects if a unit comes within range of one of the flames, and do him damage, and maby give him a buff.
 
ahh im really new to World Editor and don't know how to do what you just said :( lol

so.... could you explain this in a bit more detail?

And i don't just want 1 doodad, i want a bunch of doodads or cinematics or w/e they are called. Like 8 flames randomly spawning
 
Pyromancer is saying to use a "for loop", which basically just runs a group of actions over and over a certain number of times. To create the flames you should use Special Effect - Create Special Effect At Point. It would look something like this:
Code:
For each (Integer A) from 1 to 8, do (Actions)
    Loop - Actions
        Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Triggering unit)) with size (100.00, 100.00))) using Doodads\Cinematic\FireTrapUp\FireTrapUp.mdl
 
and make destroy them after a wile, and make it so when a unit comes in range of them, it gets damaged.
 
the Lumpy said:
Code:
For each (Integer A) from 1 to 8, do (Actions)
    Loop - Actions
        Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Triggering unit)) with size (100.00, 100.00))) using Doodads\Cinematic\FireTrapUp\FireTrapUp.mdl

after you create the fire trap, whave a waait action, and then destroy the fire trap. that way, its not there forever (unless you want it there forever ;) )

mabey make the doodad (fire trap) a unit like this:
1.create a new unit (base off whatch tower)
2.change name to fire pillar
3.change modle file to fire trap
4.give abilities:
invulnerability
imolation
5. make it unselectable (though there was a way)
6. edit the imolation to your prefrences.

orrrrrrr, dont give the new unit imolation, and use the following trigger:
Code:
e: a unit comes withing range of fire pillar
c:
a: damage triggering unit 30 health (or sumthing liek that.....)
 
Here is what i have, and its an AOE attakc (based it off of Flame Strike)

I made it so there is a blue flame coming from the ground, damaging all units who get near it. But is till have a problem. here is my code

Code:
BurningGround
    Events
        Unit - A unit Begins channeling an ability
    Conditions
        (Ability being cast) Equal to Burning Ground 
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Special Effect - Create a special effect at (Target point of ability being cast) using Doodads\Cinematic\TownBurningFireEmitterBlue\TownBurningFireEmitterBlue.mdl
                Wait (6.00) seconds
                Special Effect - Destroy (Last created special effect)
                Wait until ((Ability being cast) Equal to Burning Ground ), checking every 0.25 seconds

What i want to happen is instead of "Wait (6.00) seconds" I want it to be "Channeling Unit is done casting Burning Ground" or something that would let the loop action know to go on to the next step once the ability is over and done with (as in it burned for as long as it can in this case its 6 seconds), which is of course to destroy the speciial effect.
 
well, in the tooltip for the ability, you could have last 6 seconds (for lev. 1) and wait 6 sec. lev. 2, 10 sec, wait 10 sec, etc.

buuuuuuuuut, thats what you dont want to do.
i think there is an event thats a unit finishes casting an ability...
 
i found it but its givin me errors

It says "line 123:Expected a function name"
"call WaitForConditionalPlayerUnitEvent( GetOwningPlayer(GetSpellAbilityUnit()), EVENT_PLAYER_UNIT_SPELL_FINISH, Condition(function Trig_BurningGround_Func001Func002003), 1.00 )"

and this is the trigger i used.

Code:
Advanced - Wait for event: A unit owned by (Owner of (Casting unit)) Finishes casting an ability matching ((Ability being cast) Equal to Burning Ground ) . Check every 1.00 seconds.

Any idea wats going wrong?
 
Just wait a second. I can probably help here, but dont really know what ur after. Are you trying to make a channelling flamestrike?
 
georgie said:
i found it but its givin me errors

It says "line 123:Expected a function name"
"call WaitForConditionalPlayerUnitEvent( GetOwningPlayer(GetSpellAbilityUnit()), EVENT_PLAYER_UNIT_SPELL_FINISH, Condition(function Trig_BurningGround_Func001Func002003), 1.00 )"

and this is the trigger i used.

Code:
Advanced - Wait for event: A unit owned by (Owner of (Casting unit)) Finishes casting an ability matching ((Ability being cast) Equal to Burning Ground ) . Check every 1.00 seconds.

Any idea wats going wrong?
you probably didnt turn advanced triggers on. i think you need to do that in WEU, because that trigger isnt acualy a function in wc3, just a jass script that the WEU creators made.
 
creat a trigger put even
Event:
Map Int.
Cond:
(null)
Actions:
Advanced - Start Adv triggers:
now for this ability u trying to make i think u better use an ability based of mine its realy good so u make the trigger as Pyromancer said and
add create a model any model u want using the mine mode and when someone comes near and boom do damage and do whatever u want>
if u need a trigger exampe just post and i might creat>
 
how about this, creat a flame strike ability, that lasts for 6 seconds, change the string near the top to include"channelling" this willmake the person channel. that simplifies it a littleright there

next youtake off al of the art, and then use the aforementioned triggers to make random flames appear. this should solve your problem
 
can'tuse starfall, i don't want a moon on my head. Thx for the help witht he advanced triggers but the

Event : Map INit
Condition :
Actions : ADV - Initialize advanced triggers

did not work :(

and you could post an example with that mine ability thing? I'd like to see what your talkin about
 
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