Help me with a trigger?

xLinksx

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K. I'm making a trigger that does this: My custom hero uses feral spirit and summons ONE unit. Feral spirit limits the summoning i want because i want to summon two DIFFERENT kinds of units. Not two SAME kinds. So I want my trigger to summon the other unit when the custom hero summons the other one.

Right now my trigger is:
Events: Unit- Polar Knight 0162 <gen> Finishes casting a ability
Conditions: (Ability being cast) Equal to Feral Spirit
Actions: None.

Basicaly, I need help on the Actions. What should I program the actions to do?
 

Murre

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I'll edit this post in a sec, and use "Events - Start the effect of an ability" :p
Change the "expiration timer" to whatever timed life you want for your units, and remove it if you want them to be permanent.
Trigger:
  • Feral Spirit
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Feral Spirit
    • Actions
      • Set Caster = (Triggering unit)
      • Set Caster_Point = (Position of Caster)
      • Set Caster_Facing = (Facing of Caster)
      • Unit - Create 1 Rifleman for (Owner of Caster) at (Caster_Point offset by 150.00 towards (Random angle) degrees) facing Caster_Facing degrees
      • Unit - Add a 30.00 second Generic expiration timer to (Last created unit)
      • Unit - Create 1 Knight for (Owner of Caster) at (Caster_Point offset by 150.00 towards (Random angle) degrees) facing Caster_Facing degrees
      • Unit - Add a 30.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation (udg_Caster_Point)
 

Ayanami

칼리
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Here's a sample trigger.

Trigger:
  • Feral Spirit
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Feral Spirit
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Unit - Create 1 Feral Spirit Type 1 at TempPoint facing TempPoint
      • Unit - Create 1 Feral Spirit Type 2 at TempPoint facing TempPoint
      • Custom script: RemoveLocation(udg_TempPoint)


Something like that.

Glenphir
 

xLinksx

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lol...not familiar with any of this XD

Set temp point? I can only see temp integer and temp real...:(
 

NindoOne

TH.net Regular
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lol...not familiar with any of this XD

Set temp point? What do you mean by that?

Temp_Point = Point Variable
the custom script "call RemoveLocation ( udg_Temp_Point ) is an action wich makes the trigger leakless i.e. it won't lag if its triggered alot of times.

If you haven't worked with variables then read this tutorial: Variable Tutorial
 

xLinksx

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Why would I need the temp point? Isn't a temp point an area on the map?
Wouldnt it be irrelevant if the hero was moving? Or does it mean something else?

Oh crap...I'm so confused.

I just want this skill to work. lol.
 

Murre

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You use the "Set Variable" to prevent leaks, leaks causes lag to your map and it will crash sooner or later with a lot of leaks. So if you use a variable and then the "Custom script" part, no leaks will be caused.
So the Temp_Point is the position of the Caster and when the spell is done. The custom script removes that location from the memory :p
 

avalya

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Yeah the Temp_Point is just a temporary location (hence people name most variables used frequently 'Temp_') that is, in this case, set to the position of the caster, the units that are summoned use that location to be created and when the trigger finishes, the point is destroyed (or removed, if you want to put it that way) and can be used again (it could be used again without the script, but that would cause leaks since the point is not removed).
 

xLinksx

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I'll edit this post in a sec, and use "Events - Start the effect of an ability" :p
Change the "expiration timer" to whatever timed life you want for your units, and remove it if you want them to be permanent.
Trigger:
  • Feral Spirit
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Feral Spirit
    • Actions
      • Set Caster = (Triggering unit)
      • Set Caster_Point = (Position of Caster)
      • Set Caster_Facing = (Facing of Caster)
      • Unit - Create 1 Rifleman for (Owner of Caster) at (Caster_Point offset by 150.00 towards (Random angle) degrees) facing Caster_Facing degrees
      • Unit - Add a 30.00 second Generic expiration timer to (Last created unit)
      • Unit - Create 1 Knight for (Owner of Caster) at (Caster_Point offset by 150.00 towards (Random angle) degrees) facing Caster_Facing degrees
      • Unit - Add a 30.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation (udg_Caster_Point)



This part: Unit - Create 1 Rifleman for (Owner of Caster) at (Caster_Point offset by 150.00 towards (Random angle) degrees) facing Caster_Facing degrees

is confusing.

How do i make it (owner of caster)? When I do this its like (player red/blue/teal etc.) I dont want it to summon units for a specific color because what if the caster is a different one?

How do i make it (owner of caster)??

I know this is a stupid question. :p
 

kingkwong92

Well-Known Member
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25
I know that this may sound stupid after all your triggering but if you look at the object editor.
Abilities
Special
items
Item Red drake summon.

I know there are other summons like this but it was the first one I found.
Change the field to a hero or unit spell and edit away.:thup:
 

xLinksx

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Ohhh the precious time wasted...lol

Thanks dude!

I really dislike triggering. It's so complicated. xD
 

xLinksx

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*sigh* I guess thats true...
I have to learn what everything does somehow. o_O

I just started anyway, so excuse the "know nothing" attitude. :D
 

kingkwong92

Well-Known Member
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The possibilities are more open if you use triggers. You could change the timer for each summon or summon more than two different units. Good Luck
 
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