Ok, hello guys.
I want to make a spell that basically creates a boulder that moves forward and can only hit a unit ONCE for (75 x Lvl of ability) damage.
Here are my triggers:
cast
Rolling Bouldr Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Rolling Boulder
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RB_Index Equal to 0
Then - Actions
Trigger - Turn on Rolling Bouldr Loop <gen>
Else - Actions
Set RB_Index = (RB_Index + 1)
Set RB_MUI = (RB_MUI + 1)
Set RB_check[RB_MUI] = True
Set TempLoc[1] = (Position of (Casting unit))
Set TempLoc[2] = (Target point of ability being cast)
Set RB_Angle[RB_MUI] = (Angle from TempLoc[1] to TempLoc[2])
Set TempLoc[3] = (TempLoc[1] offset by 17.00 towards RB_Angle[RB_MUI] degrees)
Unit - Create 1 Spell Dummy for (Owner of (Casting unit)) at TempLoc[1] facing RB_Angle[RB_MUI] degrees
Animation - Change (Last created unit)'s size to (350.00%, 350.00%, 350.00%) of its original size
Animation - Change (Last created unit)'s animation speed to 65.00% of its original speed
Special Effect - Create a special effect attached to the origin of (Last created unit) using abilities\weapons\catapult\catapultmissile.mdl
Set RB_Boulder[RB_MUI] = (Last created unit)
Set RB_Distance[RB_MUI] = 800.00
Set RB_Distance_Traveled[RB_MUI] = 0.00
Set RB_Speed[RB_MUI] = 6.20
Set RB_AlreadyHit[RB_MUI] = RB_AlreadyHit[RB_MUI]
Set RB_Damage[RB_MUI] = (75.00 x (Real((Level of Rolling Boulder for (Casting unit)))))
Custom script: call RemoveLocation(udg_TempLoc[1])
Custom script: call RemoveLocation(udg_TempLoc[2])
Custom script: call RemoveLocation(udg_TempLoc[3])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Binding Slam for (Casting unit)) Greater than 0
Then - Actions
Set BS_Level = (Level of Binding Slam for (Casting unit))
Set TempLoc[1] = (Position of (Casting unit))
Unit - Create 1 Spell Dummy for (Owner of (Casting unit)) at TempLoc[1] facing Default building facing degrees
Unit - Add dummy_BS_clap to (Last created unit)
Unit - Set level of dummy_BS_clap for (Last created unit) to BS_Level
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_TempLoc[1])
Else - Actions
loop
Rolling Bouldr Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer RB_loop) from 1 to RB_MUI, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RB_check[RB_loop] Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RB_Distance_Traveled[RB_loop] Less than RB_Distance[RB_MUI]
Then - Actions
Set TempLoc[1] = (Position of RB_Boulder[RB_loop])
Set TempLoc[2] = (TempLoc[1] offset by RB_Speed[RB_loop] towards RB_Angle[RB_loop] degrees)
Unit - Move RB_Boulder[RB_loop] instantly to TempLoc[2]
Special Effect - Create a special effect at TempLoc[1] using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
Special Effect - Destroy (Last created special effect)
Set RB_Distance_Traveled[RB_loop] = (RB_Distance_Traveled[RB_loop] + RB_Speed[RB_loop])
Set TempGroup[1] = (Units within 45.00 of TempLoc[2] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of RB_Boulder[RB_loop])) Equal to True) and (((Matching unit) is
Unit Group - Pick every unit in TempGroup[1] and do (Actions)
Loop - Actions
Unit - Cause RB_Boulder[RB_loop] to damage (Picked unit), dealing RB_Damage[RB_loop] damage of attack type Spells and damage type Universal
Unit Group - Add (Picked unit) to RB_AlreadyHit[RB_loop]
Unit Group - Remove all units from TempGroup[1]
Custom script: call DestroyGroup(udg_TempGroup[1])
Custom script: call RemoveLocation(udg_TempLoc[1])
Custom script: call RemoveLocation(udg_TempLoc[2])
Else - Actions
Set TempLoc[1] = (Position of RB_Boulder[RB_loop])
Unit - Kill RB_Boulder[RB_loop]
Unit - Remove RB_Boulder[RB_loop] from the game
Special Effect - Create a special effect at TempLoc[1] using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Special Effect - Destroy (Last created special effect)
-------- -------------------- --------
Set RB_Index = (RB_Index - 1)
-------- -------------------- --------
Set RB_Boulder[RB_loop] = No unit
Set RB_Angle[RB_loop] = 0.00
Set RB_Distance[RB_loop] = 0.00
Set RB_Distance_Traveled[RB_loop] = 0.00
Set RB_Speed[RB_loop] = 0.00
Set RB_Damage[RB_loop] = 0.00
Unit Group - Remove all units from RB_AlreadyHit[RB_loop]
Custom script: call DestroyGroup(udg_RB_AlreadyHit[udg_RB_loop])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RB_Index Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Set RB_MUI = 0
Else - Actions
Else - Actions
Ecerything seemed to work fine with moving and the spells looks MUI etc but the damage is applied every 0.03 seconds inspite of my check for unit is in group "AlreadyHit". Any idea where I was wrong? And also if u find any wrong or not good parts of the spell - pls infor me!
Ty very much
P.S
Apparently I cant make it look like GUI, if anyone knows how to - pls say so and I will.
I want to make a spell that basically creates a boulder that moves forward and can only hit a unit ONCE for (75 x Lvl of ability) damage.
Here are my triggers:
cast
Rolling Bouldr Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Rolling Boulder
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RB_Index Equal to 0
Then - Actions
Trigger - Turn on Rolling Bouldr Loop <gen>
Else - Actions
Set RB_Index = (RB_Index + 1)
Set RB_MUI = (RB_MUI + 1)
Set RB_check[RB_MUI] = True
Set TempLoc[1] = (Position of (Casting unit))
Set TempLoc[2] = (Target point of ability being cast)
Set RB_Angle[RB_MUI] = (Angle from TempLoc[1] to TempLoc[2])
Set TempLoc[3] = (TempLoc[1] offset by 17.00 towards RB_Angle[RB_MUI] degrees)
Unit - Create 1 Spell Dummy for (Owner of (Casting unit)) at TempLoc[1] facing RB_Angle[RB_MUI] degrees
Animation - Change (Last created unit)'s size to (350.00%, 350.00%, 350.00%) of its original size
Animation - Change (Last created unit)'s animation speed to 65.00% of its original speed
Special Effect - Create a special effect attached to the origin of (Last created unit) using abilities\weapons\catapult\catapultmissile.mdl
Set RB_Boulder[RB_MUI] = (Last created unit)
Set RB_Distance[RB_MUI] = 800.00
Set RB_Distance_Traveled[RB_MUI] = 0.00
Set RB_Speed[RB_MUI] = 6.20
Set RB_AlreadyHit[RB_MUI] = RB_AlreadyHit[RB_MUI]
Set RB_Damage[RB_MUI] = (75.00 x (Real((Level of Rolling Boulder for (Casting unit)))))
Custom script: call RemoveLocation(udg_TempLoc[1])
Custom script: call RemoveLocation(udg_TempLoc[2])
Custom script: call RemoveLocation(udg_TempLoc[3])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Binding Slam for (Casting unit)) Greater than 0
Then - Actions
Set BS_Level = (Level of Binding Slam for (Casting unit))
Set TempLoc[1] = (Position of (Casting unit))
Unit - Create 1 Spell Dummy for (Owner of (Casting unit)) at TempLoc[1] facing Default building facing degrees
Unit - Add dummy_BS_clap to (Last created unit)
Unit - Set level of dummy_BS_clap for (Last created unit) to BS_Level
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_TempLoc[1])
Else - Actions
loop
Rolling Bouldr Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer RB_loop) from 1 to RB_MUI, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RB_check[RB_loop] Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RB_Distance_Traveled[RB_loop] Less than RB_Distance[RB_MUI]
Then - Actions
Set TempLoc[1] = (Position of RB_Boulder[RB_loop])
Set TempLoc[2] = (TempLoc[1] offset by RB_Speed[RB_loop] towards RB_Angle[RB_loop] degrees)
Unit - Move RB_Boulder[RB_loop] instantly to TempLoc[2]
Special Effect - Create a special effect at TempLoc[1] using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
Special Effect - Destroy (Last created special effect)
Set RB_Distance_Traveled[RB_loop] = (RB_Distance_Traveled[RB_loop] + RB_Speed[RB_loop])
Set TempGroup[1] = (Units within 45.00 of TempLoc[2] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of RB_Boulder[RB_loop])) Equal to True) and (((Matching unit) is
Unit Group - Pick every unit in TempGroup[1] and do (Actions)
Loop - Actions
Unit - Cause RB_Boulder[RB_loop] to damage (Picked unit), dealing RB_Damage[RB_loop] damage of attack type Spells and damage type Universal
Unit Group - Add (Picked unit) to RB_AlreadyHit[RB_loop]
Unit Group - Remove all units from TempGroup[1]
Custom script: call DestroyGroup(udg_TempGroup[1])
Custom script: call RemoveLocation(udg_TempLoc[1])
Custom script: call RemoveLocation(udg_TempLoc[2])
Else - Actions
Set TempLoc[1] = (Position of RB_Boulder[RB_loop])
Unit - Kill RB_Boulder[RB_loop]
Unit - Remove RB_Boulder[RB_loop] from the game
Special Effect - Create a special effect at TempLoc[1] using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Special Effect - Destroy (Last created special effect)
-------- -------------------- --------
Set RB_Index = (RB_Index - 1)
-------- -------------------- --------
Set RB_Boulder[RB_loop] = No unit
Set RB_Angle[RB_loop] = 0.00
Set RB_Distance[RB_loop] = 0.00
Set RB_Distance_Traveled[RB_loop] = 0.00
Set RB_Speed[RB_loop] = 0.00
Set RB_Damage[RB_loop] = 0.00
Unit Group - Remove all units from RB_AlreadyHit[RB_loop]
Custom script: call DestroyGroup(udg_RB_AlreadyHit[udg_RB_loop])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RB_Index Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Set RB_MUI = 0
Else - Actions
Else - Actions
Ecerything seemed to work fine with moving and the spells looks MUI etc but the damage is applied every 0.03 seconds inspite of my check for unit is in group "AlreadyHit". Any idea where I was wrong? And also if u find any wrong or not good parts of the spell - pls infor me!
Ty very much
P.S
Apparently I cant make it look like GUI, if anyone knows how to - pls say so and I will.