Entangling Roots (AoE) skill

theDTD

Active Member
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8
,hei i just started world editing again and i forgot how to do this skill
,this is how it should be:

>cast skill (point AoE, ex. flamestrike)
>all units in AoE will be entangled with roots
--------
,this is what i did:
>pick evry unit in AoE
>create dummy in position of picked unit
>order dummy to cast entangling root to picked unit
--------
,now my prob is that the game crashes whenever i tried to use the skill
,can anyone post the correct triggering for this skill?
,thnx a lot for any help
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
Chances are you used an infinite loop, or your processor isn't able to handle too much load. Post your triggers.
 

theDTD

Active Member
Reaction score
8
sory dont hav WE now, but it looks like this:
---------
EVENT:
>hero starts effect of ability
CONDITION:
>EntangleA = ability being cast
ACTIONS:
>set Caster = casting unit
>set pointX = target point of ability being cast
>pick every unit in 200 range from pointX
>>>if picked unit = enemy
>>>create 1 dummy in position of picked unit
>>>add 1 generic expiration timer to last created unit
>>>add EntangleB to dummy
>>>set level of EntangleB = level of EntangleA
>>>order dummy cast entangle to picked unit
>call RemoveLocation(udg_PointX)
>set Caster = no unit
---------------------
 

NeuroToxin

New Member
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46
First of all, Casting Unit is known to have some bugs, use Triggering, After you pick the units, loop through them and order the dummy unit to entangle that one, Create the dummy before the loop.
 

theDTD

Active Member
Reaction score
8
like this?:
------------
EVENT:
>hero starts effect of ability
CONDITION:
>EntangleA = ability being cast
ACTIONS:
>set Caster = triggering unit
>set pointX = target point of ability being cast
>pick every unit in 200 range from pointX
>for each int from 1 to number of picked units
>>>if picked unit = enemy
>>>create 1 dummy in position of picked unit
>>>add 1 generic expiration timer to last created unit
>>>add EntangleB to dummy
>>>set level of EntangleB = level of EntangleA
>>>order dummy cast entangle to picked unit
>call RemoveLocation(udg_PointX)
>set Caster = no unit
 

NeuroToxin

New Member
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46
Noo, its under Unit Group, the
Trigger:
  • Unit Group - Pick every unit in X Group
    • Loop - Actions
 

theDTD

Active Member
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8
aw, well then my first trigger is right, actually those actions below the pick evry unit is inside the loop :) thats why i put ">>>", sorry if u ddnt undrstand that one
 

MP®

Member
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11
one more thing, i'm not sure, but when you create the dummies at the point, you need to destroy that point too, otherwise it will leak
 

tommerbob

Minecraft. :D
Reaction score
110
Create 1 dummy unit, and order it to entangle roots all the picked units. Don't create a new dummy unit for each picked unit, its pointless and wastes memory. Your trigger should look like this:

Trigger:
  • Actions
    • Set Temp_Point = (Target point of ability being cast)
    • Unit - Create 1 Dummy Caster at Temp_Point
    • Set Dummy_Caster = (last created unit)
    • Unit - Add EntangleRoots to Dummy_Caster
    • Unit - Set level of EntangleRoots for Dummy_Caster to (level of (ability being cast))
    • Unit - Add a 1.00 second generic expiration timer to Dummy_Caster
    • custom script: bj_wantDestroyGroup = true
    • Unit Group - Pick every unit within 200.00 of Temp_Point matching (((Matching unit is Alive) equal to true) and ((matching unit is an enemy of (owner of (triggering unit)) equal to true) and ((matching unit is a building) Not equal to true)) and Do Actions
      • Loop - Actions
        • Unit - Order Dummy_Caster to Night Elf - Entangle Roots (picked unit)
    • custom script: call RemoveLocation(udg_Temp_Point)


^ thats free hand, you should get the idea.
 

xkid4ditya

New Member
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13
Actually i use Entangling Roots AoE for my map, and here my trigger :
Trigger:
  • Mass Entangle
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Mass Entangle
    • Actions
      • Set ME_Caster = (Triggering unit)
      • Set ME_Point = (Position of (Target unit of ability being cast))
      • Set ME_UnitGroup = (Units within 500.00 of ME_Point matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of ME_Cast
      • Unit - Create 1 Dummy Unit for (Owner of ME_Caster) at ME_Point facing Default building facing degrees
      • Set ME_Unit = (Last created unit)
      • Unit - Add Entangling Roots (Root) to ME_Unit
      • Unit - Set level of Entangling Roots (Root) for ME_Unit to (Level of Mass Entangle for ME_Caster)
      • Unit - Add a 1.50 second Generic expiration timer to ME_Unit
      • Unit Group - Pick every unit in ME_UnitGroup and do (Actions)
        • Loop - Actions
          • Unit - Order ME_Unit to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
      • Custom script: call RemoveLocation(udg_ME_Point)
      • Custom script: call DestroyGroup(udg_ME_UnitGroup)


First, im very sorry to theDTD because im using your thread.
I've a question for my trigger, every time i cast the spell it always lagy for a second. I already preload the dummy, but still, if i cast it more than 5 enemy unit, it always lagy. Well, is my trigger still leaks or...what.?
thank's

and sorry my bad english.;)
 

tommerbob

Minecraft. :D
Reaction score
110
Hmmm, I'm not sure why that would lag. I have the same type of spell and it runs perfectly. My only guess is its because you create a new dummy unit each time you cast the spell. Try having just 1 preplaced dummy unit on the map that always casts the spell, instead of creating a new dummy unit each time.
 

theDTD

Active Member
Reaction score
8
*ALREADY SOLVED*
this is what i did:
doesnt lag for me
----------
EVENT
>a unit starts the effect of an ability
CONDITION
>ability being cast = entangle1 (note: AoE targets a point)
ACTION
>set Caster = triggering unit
>set PointX = target point of ability being cast
>pick every unit in range 200 of PointX
>>>>if picked unit belongs to enemy of owner of Caster
>>>>create 1 dummy at PointX facing default
>>>>add 1 generic expiration timer to last created unit
>>>>add entangle2 to last created unit
>>>>set level of entangle2 = level of entangle1
>>>>issue last created unit to cast SkillX on picked unit
(SkillX is the skill entangle2 is based from)
>call RemoveLocation(udg_PointX)
>set Caster = no unit
-------------
 

xkid4ditya

New Member
Reaction score
13
Hmmm, I'm not sure why that would lag. I have the same type of spell and it runs perfectly. My only guess is its because you create a new dummy unit each time you cast the spell. Try having just 1 preplaced dummy unit on the map that always casts the spell, instead of creating a new dummy unit each time.

creating a new dummy or you mean creating a new type of dummy.? i guess its not the problem, what i know is people creating a spell using trigger that uses dummy always input expiration time for their dummy, right?
in other word, the dummy will remove automaticly because the expiration time, and would creat a new one(dummy) when the spell is cast.

If you say that i creating a new type of dummy for each cast, well that not solve the problem, because i just have 1 type of dummy unit and i use it for all my triggered spell:D. One dummy for many spell:p

To be honest, i dont believe it myself why it could lag like that:nuts:.

sorry my bad english:p
 
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