Blink strike?

Aqkastik

New Member
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Trigger:
  • Blink Strike
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Set TempLoc = (Target point of ability being cast)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Ability being cast) Equal to Blink Strike ) and (((Target unit of ability being cast) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)
        • Then - Actions
          • Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
          • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (50.00 + ((Real((Level of Blink (Neutral) for (Triggering unit)))) x 50.00)) damage of attack type Hero and damage type Normal
        • Else - Actions
          • Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
      • Custom script: call RemoveLocation(udg_TempLoc)


This is my blinkstrike command but the problem is that i the damage is not made? my spell only work like a unit target blink but it doesnt seem to work? it does teleport but no damage? how could i fix it?
 

Murre

New Member
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14
You wrote
Trigger:
  • Set TempLoc = (Target point of ability being cast)

"Target POINT of ability being cast" should be "unit" I believe :p

and then you wrote
Trigger:
  • ...and (((Target unit of ability being cast) belongs to an enemy of (Owner of (Triggering Unit))) Equal to True)

So basically, you have to change the variable to UNIT :p
 

Nenad

~Choco Coronet~ Omnomnom
Reaction score
137
Well, since you don't need the hero damage or anything i.e you have prefixed damage, base the spell off of finger of death with your damage, and then just move the unit behind the target and play the attack animation ^^
 

Aqkastik

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what ya mean nenad? xD should instead of trigger damage the spell do the damage or what?
 

vypur85

Hibernate
Reaction score
803
In the condition, you use 'Blink Strike'. But in the damage calculation, you use 'Blink (Neutral)'. This should still give 50 damage at most, but still... something seems not right.

Also, your else actions indicate that if the unit 'doesn't have Blink Strike' and 'is not an enemy'. Since no damage is done, I would assume the else action occurs. Meaning the triggering unit does not have Blink Strike and your targeted unit is an ally. Otherwise, I have no idea why no damage is dealt. The trigger seems fine to deal damage. It could be something else that we can't see but only you can...
 

joohen

New Member
Reaction score
20
Nenad means use the Finger of Death to dealt damage on it, and just trigger your hero to blink.
 

Aqkastik

New Member
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0
Still wont work... its like it teleport before it damage... well just gonna try a thing (; im gonna make it damage first then make it wait like 0.01 second and then teleport xD might wor

EDIT: now it just works other way around xD CMON

Trigger:
  • Blink Strike
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Set TempLoc = (Position of (Target unit of ability being cast))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Ability being cast) Equal to Blink Strike ) and (((Target unit of ability being cast) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)
        • Then - Actions
          • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (50.00 + ((Real((Level of Blink Strike for (Triggering unit)))) x 50.00)) damage of attack type Hero and damage type Normal
          • Wait 0.01 seconds
          • Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
          • Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
        • Else - Actions
          • Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
      • Custom script: call RemoveLocation(udg_TempLoc)
 

Laiev

Hey Listen!!
Reaction score
188
Trigger:
  • Blink Strike
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Blink Strike
    • Actions
      • Set BlinkStrike_Caster = (Casting unit)
      • Set BlinkStrike_Target = (Target unit of ability being cast)
      • Set BlinkStrike_Point[1] = (Position of BlinkStrike_Caster)
      • Set BlinkStrike_Point[2] = (Position of BlinkStrike_Target)
      • Set BlinkStrike_Angle = (180.00 + (Facing of BlinkStrike_Target))
      • Set BlinkStrike_Point[3] = (BlinkStrike_Point[2] offset by 90.00 towards BlinkStrike_Angle degrees)
      • Unit - Move BlinkStrike_Caster instantly to BlinkStrike_Point[3]
      • Set BlinkStrike_Group = (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is an illusion) Equal to True))
      • Unit Group - Pick every unit in BlinkStrike_Group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (BlinkStrike_Target belongs to an enemy of (Owner of BlinkStrike_Caster)) Equal to True
            • Then - Actions
              • Unit - Move (Picked unit) instantly to BlinkStrike_Point[3]
              • Unit - Order (Picked unit) to Attack BlinkStrike_Target
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (BlinkStrike_Target belongs to an enemy of (Owner of BlinkStrike_Caster)) Equal to True
        • Then - Actions
          • Unit - Order BlinkStrike_Caster to Attack BlinkStrike_Target
          • Unit - Cause BlinkStrike_Caster to damage BlinkStrike_Target, dealing (30.00 x (Real((Level of Blink Strike for BlinkStrike_Caster)))) damage of attack type Hero and damage type Normal
        • Else - Actions
          • Unit - Order BlinkStrike_Caster to Right-Click BlinkStrike_Target
      • Custom script: call DestroyGroup (udg_BlinkStrike_Group)
      • Custom script: call RemoveLocation (udg_BlinkStrike_Point[1])
      • Custom script: call RemoveLocation (udg_BlinkStrike_Point[2])
      • Custom script: call RemoveLocation (udg_BlinkStrike_Point[3])


this is my blink strike in my map :p

It also teleport all illusion to the target enemy (because the hero which use this USE illusion :rolleyes:), you can remove that unit group which move illusion and the variable :p
 

Aqkastik

New Member
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0
Thanks a lot (; Very helpfull (; gonna make a try in a sec when im done - gonna edit if it works (;

EDIT: Im still new at Variable - BlinkStrike_Angle what type is that? cant make it work as a point (; need help
EDIT: again xD I mean what variable type? like Point, Unit? xD im freaking lost xD
 

Laiev

Hey Listen!!
Reaction score
188
it work :p

just a add... my base ability is based on chain lightning

if you wanna damage target first, you can do it in base ability :p then wait a little bit seconds and teleport :rolleyes:

just a suggestion
 

Ayanami

칼리
Reaction score
288
Is it necessary to store the units in a variable? Why not just triggering unit and target unit of ability being cast?
 

millz-

New Member
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25
Is it necessary to store the units in a variable? Why not just triggering unit and target unit of ability being cast?

Sadly, the truth is yes. I faced this problem before as well, and I thought the damage unit function wasn't functioning in my map. But the fact is the damage function doesn't work if you use triggering unit or target unit of ability, not even in JASS. I had to store the corresponding units in different variables, then deal the damage using the variables to make it work.
 

Ayanami

칼리
Reaction score
288
Sadly, the truth is yes. I faced this problem before as well, and I thought the damage unit function wasn't functioning in my map. But the fact is the damage function doesn't work if you use triggering unit or target unit of ability, not even in JASS. I had to store the corresponding units in different variables, then deal the damage using the variables to make it work.

Nope, that's a false. I use triggering unit and target unit of ability being cast. And it works fine.
 

Aqkastik

New Member
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0
Glenphir, youre more than welcome to post your spell though i'll try and see if Laievs work cause it look freakin' pro (; xD or not
 

Laiev

Hey Listen!!
Reaction score
188
Glenphir, youre more than welcome to post your spell though i'll try and see if Laievs work cause it look freakin' pro (; xD or not

haha xP

thx for the 'pro'

but i think no D:

i just know how things work... except hashtables (fuck newgen :banghead:)

:}
 

Aqkastik

New Member
Reaction score
0
Trigger:
  • Blink Strike Laiev
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Blink strike (siren)
    • Actions
      • Set BlinkStrike_Caster = (Casting unit)
      • Set BlinkStrike_Target = (Target unit of ability being cast)
      • Set BlinkStrike_Point1 = (Position of BlinkStrike_Caster)
      • Set BlinkStrike_Point2 = (Position of BlinkStrike_Target)
      • Set BlinkStrike_Angle = (180.00 + (Facing of BlinkStrike_Target))
      • Set BlinkStrike_Point3 = (BlinkStrike_Point2 offset by 90.00 towards BlinkStrike_Angle degrees)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (BlinkStrike_Target belongs to an enemy of (Owner of BlinkStrike_Caster)) Equal to True
        • Then - Actions
          • Unit - Move BlinkStrike_Caster instantly to BlinkStrike_Point3
          • Unit - Order BlinkStrike_Caster to Attack BlinkStrike_Target
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (BlinkStrike_Target belongs to an enemy of (Owner of BlinkStrike_Caster)) Equal to True
        • Then - Actions
          • Unit - Order BlinkStrike_Caster to Attack BlinkStrike_Target
          • Unit - Cause BlinkStrike_Caster to damage BlinkStrike_Target, dealing (50.00 + ((Real((Level of Blink strike (siren) for BlinkStrike_Caster))) x 50.00)) damage of attack type Hero and damage type Normal
        • Else - Actions
          • Unit - Order BlinkStrike_Caster to Right-Click BlinkStrike_Target
      • Custom script: call RemoveLocation (udg_BlinkStrike_Point1)
      • Custom script: call RemoveLocation (udg_BlinkStrike_Point2)
      • Custom script: call RemoveLocation (udg_BlinkStrike_Point3)


Could this work (;=

EDIT: Dont be so modest (; you're better than me xD and i call that pro xD lawl
EDIT2: THanks it works :D
EDIT3: If i missclick on myself i get teleported to a very strange place on my map xD im lost how to fix?
EDIT4 (and hopefully the last): just fixed it :D well thanks alot Laiev (If i knew how to give rep i would) xD
 

Ayanami

칼리
Reaction score
288
Trigger:
  • Blink Strike Laiev
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Blink strike (siren)
    • Actions
      • Set BlinkStrike_Caster = (Casting unit)
      • Set BlinkStrike_Target = (Target unit of ability being cast)
      • Set BlinkStrike_Point1 = (Position of BlinkStrike_Caster)
      • Set BlinkStrike_Point2 = (Position of BlinkStrike_Target)
      • Set BlinkStrike_Angle = (180.00 + (Facing of BlinkStrike_Target))
      • Set BlinkStrike_Point3 = (BlinkStrike_Point2 offset by 90.00 towards BlinkStrike_Angle degrees)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (BlinkStrike_Target belongs to an enemy of (Owner of BlinkStrike_Caster)) Equal to True
        • Then - Actions
          • Unit - Move BlinkStrike_Caster instantly to BlinkStrike_Point3
          • Unit - Order BlinkStrike_Caster to Attack BlinkStrike_Target
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (BlinkStrike_Target belongs to an enemy of (Owner of BlinkStrike_Caster)) Equal to True
        • Then - Actions
          • Unit - Order BlinkStrike_Caster to Attack BlinkStrike_Target
          • Unit - Cause BlinkStrike_Caster to damage BlinkStrike_Target, dealing (50.00 + ((Real((Level of Blink strike (siren) for BlinkStrike_Caster))) x 50.00)) damage of attack type Hero and damage type Normal
        • Else - Actions
          • Unit - Order BlinkStrike_Caster to Right-Click BlinkStrike_Target
      • Custom script: call RemoveLocation (udg_BlinkStrike_Point1)
      • Custom script: call RemoveLocation (udg_BlinkStrike_Point2)
      • Custom script: call RemoveLocation (udg_BlinkStrike_Point3)


Could this work (;=

EDIT: Dont be so modest (; you're better than me xD and i call that pro xD lawl
EDIT2: THanks it works :D
EDIT3: If i missclick on myself i get teleported to a very strange place on my map xD im lost how to fix?

It's probably Center of the map. Don't allow self targeting of the spell.
 

avalya

New Member
Reaction score
37
Instead of using multiple variables for the points and units, use arrays.

BlinkStrikeUnit[1] = (Triggering Unit)
BlinkStrikeUnit[2] = (Target Unit of Ability Being Cast)
BlinkStrikePoint[1] = (Position of BlinkStrikeUnit[2])
BlinkStrikeAngle = Facing of (BlinkStrikeUnit[2]) + (180))
BlinkStrikePoint[2] = (BlinkStrikePoint[1] offset by 90.00 towards BlinkStrikeAngle degrees)

(You don't need the position of the caster at all)

Have an If, Then, Else with ally instead of enemy as the first one, and remove the attack action, '(BlinkStrikeUnit[2] belongs to an ally of (Owner of BlinkStrikeUnit[1]) equal to true'
 

Aqkastik

New Member
Reaction score
0
Well i still go with Laievs way (; i got it to work now and not to be ungrateful so thanks for all the suggestions - but now it work so i wont even touch the trigger with a stick :D
 
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