Frost Nova

darkbeer

Beer is Good!
Reaction score
84
hm, should actually work xD

dont remove the dummies using another trigger, simply add an expiration timer of 2 seconds!!!

make sure everything is set correctly, chec everything twice. See if the dummies are created, remove locust, add model, try casting the ability manually and see if it works.
 

Leazy

You can change this now in User CP.
Reaction score
50
Very weird, only the dummies for the special effect were created. I did this instead:

Trigger:
  • Frost Nova
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Frost Nova (Mage)
    • Actions
      • Set Unit[1] = (Triggering unit)
      • Set General_Point[1] = (Position of Unit[1])
      • -------- Effect --------
      • Special Effect - Create a special effect at General_Point[1] using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- Create Dummy Unit --------
      • Unit - Create 1 Dummy Unit for (Owner of Unit[1]) at General_Point[1] facing Default building facing degrees
      • Unit - Add [Dummy] Frost Nova (Effect) to (Last created unit)
      • Unit - Add [Dummy] Frost Nova (Immobilizing) to (Last created unit)
      • For each (Integer A) from 1 to 18, do (Actions)
        • Loop - Actions
          • Set General_Point[2] = (General_Point[1] offset by 50.00 towards (20.00 x (Real((Integer A)))) degrees)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm General_Point[2]
          • Custom script: call RemoveLocation (udg_General_Point[2])
      • -------- Freeze & DMG --------
      • Set General_Unitgroup[1] = (Units within 650.00 of General_Point[1] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Unit[1])) Equal to False)))
      • Unit Group - Pick every unit in General_Unitgroup[1] and do (Actions)
        • Loop - Actions
          • -------- DMG --------
          • Set Real[1] = (SpellDMG[(Player number of (Owner of Unit[1]))] / 3.00)
          • Set Real[2] = (30.00 + Real[1])
          • Unit - Cause Unit[1] to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
          • -------- Freeze --------
          • Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
      • Custom script: call RemoveLocation (udg_General_Point[1])


Strangely enough, it worked :) Thanks for all the help!
 

wraithseeker

Tired.
Reaction score
122
Pardon me for dumb question but what does this do?

Code:
Set Real[1] = (SpellDMG[(Player number of (Owner of Unit[1]))] / 3.00)

Does it do UnitX x 3.00?

Don't get what does / 3.00 in math do
 

DK's Pride

New Member
Reaction score
7
Pardon me for dumb question but what does this do?

Code:
Set Real[1] = (SpellDMG[(Player number of (Owner of Unit[1]))] / 3.00)

Does it do UnitX x 3.00?

Don't get what does / 3.00 in math do

It divides the player number of the player who owns the casting unit by 3? :D
 

Leazy

You can change this now in User CP.
Reaction score
50
Nah man, it puts the owner of the triggering units spell DMG (that is received from items) divided by 3 into a variable so I can use it.
 
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