AoE blind spell

Vaynard

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I was trying to create a spell that blind all enemies in AoE but i couldn't finish the trigger
Trigger:
  • Careca Reluzente
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Careca Reluzente
    • Actions
      • Set Inimigos = (Units within 400.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of TempUnit)) Equal to True))))
      • Unit Group - Pick every unit in Inimigos and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Center of (Playable map area))
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze (Picked unit)
          • Special Effect - Create a special effect attached to the overhead of (Triggering unit) using war3mapImported\FreezingRing.mdx
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call DestroyGroup (udg_Inimigos)

I need to know how am I going to blind'em
can anyone help me with that please
Thanks a lot
 
Trigger:
  • Careca Reluzente
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Careca Reluzente
    • Actions
      • Set Inimigos = (Units within 400.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
      • Unit Group - Pick every unit in Inimigos and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Center of (Playable map area))
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze (Picked unit)
          • Special Effect - Create a special effect attached to the overhead of (Triggering unit) using war3mapImported\FreezingRing.mdx
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call DestroyGroup (udg_Inimigos)


yeah yeah
It is obvious that wasn't that the problem
can anyone help with that please
 
ok thanks for the hint
but unfortunally it still not working
By the way i based the spell in the Channel ability
Trigger:
  • Careca Reluzente
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Careca Reluzente
    • Actions
      • Set Inimigos = (Units within 400.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
      • Unit Group - Pick every unit in Inimigos and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Center of (Playable map area))
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze (Picked unit)
          • Special Effect - Create a special effect attached to the overhead of (Triggering unit) using war3mapImported\FreezingRing.mdx
          • Special Effect - Destroy (Last created special effect)
      • Custom script: call DestroyGroup (udg_Inimigos)
 
you have to add the ability to your dummy after you created it

(have you changed the skill the dummy has to do to a unit skill instead of a hero skill?)

while your at it, remove the point leak in creating your dummy, i assume you know how ;)
 
Well and I think you want the special effect on the picked units and not on the spellcaster.
 
humm no no,
the effect is suposed to be at the spellcaster, but i like your idea Executor
here's the trigger right now
Trigger:
  • Careca Reluzente
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Careca Reluzente
    • Actions
      • Set Inimigos = (Units within 400.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
      • Unit Group - Pick every unit in Inimigos and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Center of (Playable map area))
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Add Custom Blind to (Last created unit)
          • Unit - Set level of Custom Blind for (Last created unit) to (Level of Careca Reluzente for (Triggering unit))
          • Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze (Picked unit)
          • Special Effect - Create a special effect attached to the overhead of (Triggering unit) using war3mapImported\FreezingRing.mdx
          • Special Effect - Destroy (Last created special effect)
      • Custom script: call DestroyGroup (udg_Inimigos)

It's working as i wanted but there is some sort os delay to cast the spell that i cant fix, like 1-2 seconds delay.How can i fix it up?(the spell is based on channel ability)

And Where im suposed to add the special effect at the enemies like Executor sugested?
 
You need to set the Animation - Cast Backswing of the dummy units to 0.

Either that or you need to set the Missile Speed for the dummy spell to 0.

I'm guessing it's one of the two.
 
If the spell is slow the first time you cast it, but fast after that, it's probably just loading resources for your drunken haze spell.

You could create a dummy unit and give it the spell at map initialization or when someone picks your hero to prevent the lag when you cast your spell the first time.
 
humm
I tought that too at first, but the delay happens every time i cast the spell, its very similar to a casting time, but the casting time is 0.01 so there must be something else
ah nevermind
I'll use it with the delay instead of cracking my head of with a tiny little problem like this
Thanks for the help anyway
 
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