Fissure Nova

Arie

Cool Member
Reaction score
5
Well, I just got a crazy idea. I want to join the Fissure (Credit Goes To : Naminator) with Nova system.

The Fissure:

JASS:
Fissure
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Fissure 
    Actions
        Unit Group - Remove all units from Fissure_AddGroup
        Set Fissure_TempLine = 0.00
        Set Fissure_Caster = (Triggering unit)
        Set Fissure_Caster_Loc = (Position of Fissure_Caster)
        Set Fissure_TargetPoint = (Target point of ability being cast)
        Set Fissure_Level = (Level of Fissure  for Fissure_Caster)
        Set Fissure_TimeLast = 8
        Unit - Make Fissure_Caster face Fissure_TargetPoint over 0.01 seconds
        Set Fissure_Angle = (Angle from Fissure_Caster_Loc to Fissure_TargetPoint)
        For each (Integer A) from 1 to 15, do (Actions)
            Loop - Actions
                Set Fissure_TempLine = (Fissure_TempLine + 75.00)
                Set Fissure_Offset[(Integer A)] = (Fissure_Caster_Loc offset by Fissure_TempLine towards Fissure_Angle degrees)
                Unit - Create 1 Dummy Lagless for (Owner of Fissure_Caster) at Fissure_Offset[(Integer A)] facing Fissure_Angle degrees
                Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                Destructible - Create a Fissure Path at Fissure_Offset[(Integer A)] facing Fissure_Angle with scale 0.70 and variation 0
                Set Fissure_Destructible[(Integer A)] = (Last created destructible)
                Set Fissure_Group = (Units within 200.00 of Fissure_Offset[(Integer A)] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Fissure_Caster)) Equal to True)))
                Custom script:   set bj_wantDestroyGroup = true
                Unit Group - Pick every unit in Fissure_Group and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked unit) is in Fissure_AddGroup) Equal to False
                            Then - Actions
                                Unit Group - Add (Picked unit) to Fissure_AddGroup
                                Unit - Create 1 Dummy Unit for (Owner of Fissure_Caster) at Fissure_Offset[(Integer A)] facing Fissure_Angle degrees
                                Unit - Add Fissure Stun  to (Last created unit)
                                Unit - Set level of Fissure Stun  for (Last created unit) to Fissure_Level
                                Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
                                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                            Else - Actions
                Custom script:   call RemoveLocation (udg_Fissure_Offset[bj_forLoopAIndex])
        Wait (Real(Fissure_TimeLast)) seconds
        For each (Integer A) from 1 to 15, do (Actions)
            Loop - Actions
                Destructible - Remove Fissure_Destructible[(Integer A)]
        Custom script:   call RemoveLocation (udg_Fissure_TargetPoint)
        Custom script:   call RemoveLocation (udg_Fissure_Caster_Loc)


The Nova System :

JASS:
Indi Cast Nova Fissure
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Fissure 
    Actions
        Set Real = 0.00
        Set Caster = (Triggering unit)
        Set CasLoc = (Position of (Triggering unit))
        For each (Integer A) from 1 to 8, do (Actions)
            Loop - Actions
                -------- First --------
                Trigger - Turn on Fissure <gen>
                Set LocOffset = (CasLoc offset by 400.00 towards Real degrees)
                -------- Second --------
                Trigger - Turn on Fissure <gen>
                Set LocOffset2 = (CasLoc offset by 800.00 towards Real degrees)
                -------- Third --------
                Trigger - Turn on Fissure <gen>
                Set LocOffset3 = (CasLoc offset by 1200.00 towards Real degrees)
                Set Real = (Real + (360.00 / 8.00))
                Custom script:   call RemoveLocation(udg_LocOffset[bj_forLoopAIndex])
                Custom script:   call RemoveLocation(udg_LocOffset[bj_forLoopAIndex + 3])
                Custom script:   call RemoveLocation(udg_LocOffset[bj_forLoopAIndex + 6])
        Custom script:   call RemoveLocation(udg_CasLoc)


Then, the problem is: I cant enter the map in the Frozen Throne. Geez. Is there any problem with the nova? Or the Fissure? Thanks In Advance!!!!!!

~Arie
 

Samael88

Evil always finds a way
Reaction score
181
What is it not doing?

You could try to set the first trigger you posted to something else than activating if the ability is cast, that trigger is not even on when you cast the spell beacuse it is being turned on afterwards:eek:
 

Curo

Why am I still playing this game...?
Reaction score
109
Trigger - Turn on Fissure <gen>

You want to run the trigger, not turn it on. Just turning it on doesn't do anything in this case (unless it was off, but even then, it wont run it).
 
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