'Gush' Tower

popo80000

New Member
Reaction score
20
If by Gush, I'm assuming you're referring to the Gush Towers from Elemental Tower D.

A rough idea of how the trigger is set up would be something like this.

Code:
Gush
    Events
        Unit - A unit Is attacked
    Conditions
        (((Attacked unit) is alive) Equal to True) and ((((Attacked unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True) and ((Level of Acid Bomb for (Attacking unit)) Greater than or equal to 1))
        (Random integer number between 1 and 100) Less than or equal to 20
    Actions
        Unit - Add Crow Form to (Attacked unit)
        Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 150.00 damage of attack type Spells and damage type Normal
        Animation - Change (Attacked unit) flying height to 200.00 at 100.00
        Animation - Change (Attacked unit) flying height to 0.00 at 100.00
        Unit - Remove Crow Form from (Attacked unit)

Shouldnt u order the unit to cast Crow Form??
 
B

blue0357

Guest
i added that line right before the animation actions... didn't quite work
it turned them into a crow it did adjust their height i believe, they i couldn't get them back to their old form.
also while they were crows they stopped following their path and went backwards.
 

Curo

Why am I still playing this game...?
Reaction score
109
I've never used to Crow Form method, but from what I remember, this is what you do:

1) Add Crow Form
2) Remove Crow Form
3) Change flying height

I don't know why it is supposed to work in that order, but I THINK that that is the way I have seen it done. No need to order the unit to cast it.
 
B

blue0357

Guest
I've never used to Crow Form method, but from what I remember, this is what you do:

1) Add Crow Form
2) Remove Crow Form
3) Change flying height

I don't know why it is supposed to work in that order, but I THINK that that is the way I have seen it done. No need to order the unit to cast it.
Code:
    Actions
        Unit - Add Crow Form to (Attacked unit)
        Unit - Remove Crow Form from (Attacked unit)
        Animation - Change (Attacked unit) flying height to 200.00 at 100.00
        Animation - Change (Attacked unit) flying height to 0.00 at 100.00

didn't even come close to working :(
 

BRUTAL

I'm working
Reaction score
118
Code:
Actions
        Unit - Add Crow Form to (Attacked unit)
        Unit - Remove Crow Form from (Attacked unit)
        Animation - Change (Attacked unit) flying height to 200.00 at 100.00
        Animation - Change (Attacked unit) flying height to 0.00 at 100.00
thats obviously not going to seem like it works
you order the unit to fly up, then instantly after then order make it go down again..
put a wait of 2 seconds
 
B

blue0357

Guest
Code:
Actions
        Unit - Add Crow Form to (Attacked unit)
        Unit - Remove Crow Form from (Attacked unit)
        Animation - Change (Attacked unit) flying height to 200.00 at 100.00
        Wait 2.00 seconds
        Animation - Change (Attacked unit) flying height to 0.00 at 100.00

with that code it just lifts them to 200.00 height then then never come back down. they just keep moving.
 
B

blue0357

Guest
Code:
gush11
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Gush- 
    Actions
        Game - Display to (All players) for 4.00 seconds the text: asdf
        Unit - Add Crow Form to (Target unit of ability being cast)
        Unit - Remove Storm Crow Form from (Target unit of ability being cast)
        Animation - Change (Target unit of ability being cast) flying height to 200.00 at 100.00
        Wait 2.00 seconds
        Animation - Change (Target unit of ability being cast) flying height to 0.00 at 100.00
 

BRUTAL

I'm working
Reaction score
118
make a unit variable named flyunit
or something like that
then at the beginning of the trigger under actions
set that variable to the target of the ability being casted
then replace all the parts with '(Target unit of ability being cast)' with the unit variable
 

WolfieeifloW

WEHZ Helper
Reaction score
372
It won't make the spell work;
However, when using "Begins casting an ability" users can spam "stop" and all the effects will still occur without actually using mana or setting the cooldown off.
 
B

blue0357

Guest
hmmm
that did work.........
Code:
gush11
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Gush- 
    Actions
        Set flyingunit = (Target unit of ability being cast)
        Game - Display to (All players) for 4.00 seconds the text: asdf
        Unit - Add Crow Form to flyingunit
        Unit - Remove Storm Crow Form from flyingunit
        Animation - Change flyingunit flying height to 200.00 at 100.00
        Wait 2.00 seconds
        Animation - Change flyingunit flying height to 0.00 at 100.00
the problem is with a variable, and using the wait action... wont that mess up with other gush towers?
 

WolfieeifloW

WEHZ Helper
Reaction score
372
MUI is Multi-Unit Instanceability.

It means that two or more units can cast the spell at the same time without the spell bugging/not working.
 
B

blue0357

Guest
how about i made all those variables in the triggers arrays
and everytime a new gush tower is made. it uses a different index for each gush tower?
possible?
 
B

blue0357

Guest
Code:
NUMBER
    Events
        Unit - A unit Finishes construction
    Conditions
        (Unit-type of (Triggering unit)) Equal to Gush Tower
    Actions
        Set GUSH = (GUSH + 1)
        Set GUSHTOWER[GUSH] = (Triggering unit)

Code:
gush11
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Gush- 
    Actions
        Set gushed = (Default movement speed of (Target unit of ability being cast))
        Special Effect - Create a special effect attached to the origin of (Target unit of ability being cast) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
        For each (Integer B) from 1 to 100, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Casting unit) Equal to GUSHTOWER[(Integer B)]
                    Then - Actions
                        Set flyingunit[(Integer B)] = (Target unit of ability being cast)
                        Unit - Add Crow Form to flyingunit[(Integer B)]
                        Unit - Remove Storm Crow Form from flyingunit[(Integer B)]
                        Unit - Set flyingunit[(Integer B)] movement speed to 1.00
                        Animation - Change flyingunit[(Integer B)] flying height to 200.00 at 100.00
                        Wait 2.00 seconds
                        Animation - Change flyingunit[(Integer B)] flying height to 0.00 at 100.00
                        Wait 2.00 seconds
                        Unit - Set flyingunit[(Integer B)] movement speed to (Default movement speed of flyingunit[(Integer(gushed))])
                    Else - Actions
works pretty well... most of the time.
still bugs out with some units and makes them either perma slow, or perma in the air, i may just give up
 
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