Chaos Ability

Monictor

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First question, how do you post a trigger besides having to copy and paste text? I am going on a 10 minute errand. When I get back, if someone responds, I'll post my ability trigger that I need some help on.

Thanks.
 
Go to your trigger.
Above "Events" is your trigger name.
Right click and select "Copy as text".

Come back here and paste between [noparse]
Trigger:
[/noparse]
tags.
 
Seriously, why do you post this if you're not going to link it? :rolleyes:


Edit (for post below):
It doesn't mean you can't link it? Just use it. Ace didn't delete the thread for a reason. Locked or graveyarded doesn't mean you can't link it. :rolleyes:
 
Ah, cool. Alright so the basic goal of this ability is to create 5 wisps, then have them shoot Death Coils at target of ability being cast. I want it to order each wisp one by one to fire a death coil every .1 or .2 seconds, and do this 5 times, for a total of 25 death coils. However, what the trigger I made does so far is only commands the first wisp to shoot one DC. If I get rid of the wait .1 seconds, it makes all 5 wisps shoot 1 DC at the same time. This was just a guess at how to do the spell, as I am a nub at map making (this is part of my first project). How can I accomplish what I want? Thanks for any assistance.

Trigger:
  • Chaos
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Chaos
    • Actions
      • Special Effect - Create a special effect attached to the origin of (Casting unit) using Abilities\Spells\Undead\UnholyAura\UnholyAura.mdl
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Chaos Dummy for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 200.00 towards (-54.00 + ((Real((Integer A))) x 72.00)) degrees) facing Default building facing degrees
          • Set ChaosDummy[(Integer A)] = (Last created unit)
          • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • Wait 0.20 seconds
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • For each (Integer B) from 1 to 5, do (Actions)
            • Loop - Actions
              • Wait 0.1 seconds
              • Unit - Order ChaosDummy[(Integer A)] to Undead Death Knight - Death Coil (Target unit of ability being cast)
      • Special Effect - Destroy (Last created special effect)


Reading over it here I see one mistake... that I put A for the Chaos Dummy integer instead of B in the last loop.
 
Waits screw up loops (IIRC) .
You might need to get a JASS version, or use timers somehow.

Also for the Event;
Use "Starts the effect of an ability".
 
Well... i got this ability to work with a wait in the loop:

Trigger:
  • Mortar Barrage
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Mortar Barrage
    • Actions
      • Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Human\Flare\FlareCaster.mdl
      • Wait 1.00 seconds
      • Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Abilities\Spells\Human\Flare\FlareTarget.mdl
      • Wait 4.10 seconds
      • For each (Integer A) from 1 to 15, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in (Random 2 units from (Units within 260.00 of (Position of (Target unit of ability being cast)))) and do (Actions)
            • Loop - Actions
              • Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
              • Unit - Cause (Casting unit) to damage (Picked unit), dealing 10.00 damage of attack type Spells and damage type Fire
          • Wait 0.06 seconds


What is IIRC, and what are timers?
 
It's not the loop... I changed the dummy spell to be based off healing spray, and make the 5 coils each be based off that, but when I put the waits in between the cast commands still only the first one goes off.

Trigger:
  • Chaos
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Chaos
    • Actions
      • Special Effect - Create a special effect attached to the origin of (Casting unit) using Abilities\Spells\Undead\UnholyAura\UnholyAura.mdl
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Chaos Dummy for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 200.00 towards (-54.00 + ((Real((Integer A))) x 72.00)) degrees) facing Default building facing degrees
          • Set ChaosDummy[(Integer A)] = (Last created unit)
          • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • Wait 0.05 seconds
      • Unit - Order ChaosDummy[1] to Neutral Alchemist - Healing Spray (Position of (Target unit of ability being cast))
      • Wait 0.10 seconds
      • Unit - Order ChaosDummy[2] to Neutral Alchemist - Healing Spray (Position of (Target unit of ability being cast))
      • Wait 0.10 seconds
      • Unit - Order ChaosDummy[3] to Neutral Alchemist - Healing Spray (Position of (Target unit of ability being cast))
      • Wait 0.10 seconds
      • Unit - Order ChaosDummy[4] to Neutral Alchemist - Healing Spray (Position of (Target unit of ability being cast))
      • Wait 0.10 seconds
      • Unit - Order ChaosDummy[5] to Neutral Alchemist - Healing Spray (Position of (Target unit of ability being cast))
      • Special Effect - Destroy (Last created special effect)
 
I'm unsure whether the target unit of ability being cast is null or not.
Try storing that unit or it's position to a variable.
And order the dummies to cast their thing on that.
 
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