Chronosphere GUI

Super.Gnome

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So I was making my map and thought this DotA spell sounded cool. So I looked it up, and couldn't find a GUI version (Jass is harder for me to import). So I made one. Works flawlessly. But I have 3 questions.

First off, the animation on it is too small, is there anyway to resize that model file? Or does someone know of a suitable Chronosphere model?

Second one, is there a way I could eliminate the wait on it? Or just make it more efficient while remaining in GUI?

Finally, did I miss any leaks? I dont think I did...

Trigger:
  • ChronoSphere
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Chronosphere
    • Actions
      • Set TempPoint = (Target point of ability being cast)
      • Set CS_Caster = (Casting unit)
      • Trigger - Turn on Chronosphere Effect <gen>
      • Special Effect - Create a special effect at CS_Point using Abilities\Spells\Undead\ReplenishMana\ReplenishManaCasterOverhead.mdl
      • Set CS_effect = (Last created special effect)
      • Wait (2.00 x (Real((Level of Chronosphere for (Triggering unit))))) seconds
      • Special Effect - Destroy CS_effect
      • Trigger - Turn off Chronosphere Effect <gen>
      • Unit Group - Pick every unit in CS_Group and do (Unit - Unpause (Picked unit))
      • Custom script: call RemoveLocation (udg_CS_Point)
      • Custom script: call DestroyGroup (udg_CS_Group)


Trigger:
  • Chronosphere Effect
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Set CS_Group = (Units within 500.00 of TempPoint matching (((Matching unit) Not equal to CS_Caster) and (((Matching unit) is Magic Immune) Equal to False)))
      • Unit Group - Pick every unit in CS_Group and do (Unit - Pause (Picked unit))
 

Genkora

Frog blast the vent core!
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in your first trigger you destroy the unit group once. However, the unit group is looped through every .01 seconds for 2-6 seconds, in which it is then destroyed once. So that's 199-599 leaks. Pretty bad.

put
Code:
Custom script: call DestroyGroup (udg_CS_Group)
at the end of your second trigger to fix this.

As for the effect, you could make a dummy with the effect as its model and scale it up.
 

BlackRose

Forum User
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Because the other 2 are explained.

To remove the wait, you could make another real, like Seconds. In the callback, set Seconds = Seconds + 1. If Seconds >= (Level of Chronosphere for CS_Caster ) * 2 then turn the trigger off and reset units.
 

Super.Gnome

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in your first trigger you destroy the unit group once. However, the unit group is looped through every .01 seconds for 2-6 seconds, in which it is then destroyed once. So that's 199-599 leaks. Pretty bad.

put
Code:
Custom script: call DestroyGroup (udg_CS_Group)
at the end of your second trigger to fix this.

As for the effect, you could make a dummy with the effect as its model and scale it up.

I do not leak with the group. Because I destroy it at the end of my trigger, after I stop the trigger with the loop. Correct? Because it's saved under one variable, wouldnt it just be one leak anyways?


Thanks blackrose, I will do that.
 

Ayanami

칼리
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Well, every 0.01 seconds, you actually set Unit Group variable. Which means that if this skill lasts 5 seconds, you'd have 500 leaks. However, since you removed it at the end, it would be 499 leaks =). Do what Genkora said.
 

XeNiM666

I lurk for pizza
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1. Make a dummy unit with the replenish mana model. Then set its scaling value to ( 0.00823 * your area of effect )
 

Super.Gnome

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Well, every 0.01 seconds, you actually set Unit Group variable. Which means that if this skill lasts 5 seconds, you'd have 500 leaks. However, since you removed it at the end, it would be 499 leaks =). Do what Genkora said.

Will do :) I didnt know each one leaked individually.
 

roXplosive

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The dotA spell works on ANY units inside the cronosphere excepting units owned by the owner of the skill's caster . And it's done by pausing units inside ; and this makes them frozen .
 

Dirac

22710180
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Remember to set the Unit's Animation Speed to 0% (its under the animation options)
 
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