Spell FlameThrower

Newbwc3

Sephiroth_VII
Reaction score
156
I'm sorry everyone:( I hadn't realized that I didn't upload the new version. Well now its all up-to-date. :D
 

Sim

Forum Administrator
Staff member
Reaction score
532
Ok you definitely succeeded to make me laugh.

I activate flame thrower and... Wow! I summon children and they die! :eek:

My advice: Set the model used for your dummy to None...! :p
 

Newbwc3

Sephiroth_VII
Reaction score
156
Ok this time I think I got it right! uploaded the new one.

The reason I changed the model file to the child was to see if the dummy unit always gets removed...and it doesn't always! Is that a problem that needs fixing? How do u fix it?
 

Tinki3

Special Member
Reaction score
418
>The reason I changed the model file to the child was to see if the dummy unit always gets removed...and it doesn't always! Is that a problem that needs fixing? How do u fix it?

It is a problem that needs fixing, simply because if you create enough dummys that don't get removed, it will cause lag.

No one wants dummy units floating round the place anyway.

Fix it by removing that expiration timer function in you trigger, and give your dummy 2-3 hp in the object editor, then give it a -1.00 hit point regeneration (press Ctrl + Shift to enter any value).

The expiration timer might've not worked properly due to spam, or for some other reason I've got no idea how to explain.
 

SerraAvenger

Cuz I can
Reaction score
233
Hmm on my map for a Tutorial expiration worked neither, good Idea that with the - lef regen ;)
Wich splash damage did you do now? I will see .
 
I

IKilledKEnny

Guest
I read the trigger quickly and I got comments.

This is bot MUI, nor MPI.

FlamethrowerARTandDAMAGE Isn't off at the start of the game (from my understanding it should).

Code:
FlamethrowerARTandDAMAGE
    Events
        Unit - A unit Is issued an order targeting an object
    Conditions
        flamethrowerON Equal to True
        (Triggering unit) Equal to FT_caster
[B]        ((Triggering player) is an enemy of (Owner of (Target unit of issued order))) Equal to True[/B]
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Or - Any (Conditions) are true
                    Conditions
                        (Issued order) Equal to (Order(smart))
                        (Issued order) Equal to (Order(attack))
                        [B](Issued order) Equal to (Order(move))[/B]
            Then - Actions
                Set FT_casterLoc = (Position of FT_caster)
                Set FT_TargetLoc = (Position of (Target unit of issued order))
                Special Effect - Create a special effect attached to the left hand of FT_caster using Objects\Spawnmodels\Other\FlameThrower\FlameThrowerSpawnObj.mdl
                Unit - Create 1 FT_Dummy for (Owner of FT_caster) at FT_casterLoc facing FT_TargetLoc
                Set FTDummy = (Last created unit)
                Unit - Add a 1.00 second Generic expiration timer to FTDummy
                Unit - Order FTDummy to Human Mountain King - Storm Bolt (Target unit of issued order)
                Unit - Cause FT_caster to damage circular area after 0.00 seconds of radius 250.00 at FT_TargetLoc, dealing 10.00 damage of attack type Spells and damage type Fire
                Special Effect - Destroy (Last created special effect)
                Custom script:   call RemoveLocation(udg_FT_casterLoc)
                Custom script:   call RemoveLocation(udg_FT_TargetLoc)
            Else - Actions
No triggering player in this trigger. Why do you need the second bolded line?

Also I can't see why clicking faster will deal more damage?
 

Newbwc3

Sephiroth_VII
Reaction score
156
This is bot MUI, nor MPI.-------------------------------> No it isn't

FlamethrowerARTandDAMAGE Isn't off at the start of the game (from my understanding it should). FIXED

Now @Tiki3 I uploaded it this time with the child model on purpose to show you that when you give the dummy unit 3hp and a -1.00 health regen it makes it even worse!!!
 

Sim

Forum Administrator
Staff member
Reaction score
532
Did you check in...

File - Preferences

the entry "Allow negative real values in the Object Editor"? Try with 2 hp also.
 

Newbwc3

Sephiroth_VII
Reaction score
156
Did you check in...

File - Preferences

the entry "Allow negative real values in the Object Editor"? Try with 2 hp also.
Yes I did do all that and it still continues to not remove the dummys. The reason for this, I think is because if u give them a negitive regen then it makes them die and then come back to life, and then die again, come back to life again.... never really dieing forgood because its there health regeneration.weird. But I dont know. help. (Look at the map in first post if u dont know what im talking about)
 

Sim

Forum Administrator
Staff member
Reaction score
532
Well, only thing I can suggest is try again with expiration timers. Always been working good for me :eek:
 

Newbwc3

Sephiroth_VII
Reaction score
156
I think the reason it leaks is because of all that clicking making the trigger run over and over real fast. Thus sometimes not giving an expiration timer to a dummy.
 

Sim

Forum Administrator
Staff member
Reaction score
532
Yes, as clicking really fast doesn't cast it everytime you click, there is a maximum execution count limit, or maybe the event can't handle it... Dunno :p

You could add a trigger which goes like this:

Code:
Dummy remove
    Events
        Unit - A unit enters (Entire map)
    Conditions
        (Unit-type of (Triggering unit)) Equal to Dummy
    Actions
        Wait 1.00 seconds
        Unit - Remove (Triggering unit) from the game
And add a commented line which mentions the fact that this trigger is needed, even though normally expiration timers get rid of dummies.
 

Newbwc3

Sephiroth_VII
Reaction score
156
Ok uploaded it yet again, and this time no children and no leaks (to my knowledge)! OMG never knew this would be so much work.
 

Sim

Forum Administrator
Staff member
Reaction score
532
Well done. Just tested it and it worked fine. No leaks.

Approved.
 

SerraAvenger

Cuz I can
Reaction score
233
UMMMM.....

I know why It didn't work with -1 life regen:
Becouse of your revival trigger^^

You have to disable it for dummy units : P

Edit: Please use comments for comments, not triggers.
You can add a comment by clicking on the three lines symbol at the right of the "create new trigger" button.
It is far easier to read, and won't be checked when an event occurs....
 

Newbwc3

Sephiroth_VII
Reaction score
156
Updated it again and did what SerraAvenger said

Got rid of the dummy removal trigger and the Add generic timer action. Now the dummys are removed by a -1.00 health regen.

Also fixed the comment thing.

Thx Serra didn't think of that.
 
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