Help with spell in GUI!

Murre

New Member
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14
I've got a problem with a spell called Face Smash that I'm trying to fix, the spell is based on channel and originally made by skyblade333 (although it's edited by me, the "guy version" is made by him) Help is really appreciated. :)
I also attached the map into the post.
Thanks in advance,
/Murre


Base Trigger:
Trigger:
  • Face Smash
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Face Smash (channel version, by me)
    • Actions
      • Set FaceSmash_CasterPoint = (Position of (Triggering unit))
      • Set FaceSmash_Target = (Target unit of ability being cast)
      • Set FaceSmash_CasterUnit = (Triggering unit)
      • Unit - Create 1 dummyUnit for (Owner of FaceSmash_CasterUnit) at (Position of FaceSmash_CasterUnit) facing Default building facing degrees
      • Set FaceSmash_DummyUnit = (Last created unit)
      • Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Face smash stun to FaceSmash_DummyUnit
      • Unit - Set level of Face smash stun for FaceSmash_DummyUnit to (Level of Face Smash (channel version, by me) for FaceSmash_CasterUnit)
      • Unit - Order FaceSmash_DummyUnit to Human Mountain King - Storm Bolt FaceSmash_Target
      • Trigger - Turn on Face Smash Periodic <gen>
      • Countdown Timer - Start FaceSmash_Timer as a One-shot timer that will expire in 4.00 seconds


Periodic Trigger:
Trigger:
  • Face Smash Periodic
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
      • (FaceSmash_Target is dead) Equal to True
    • Actions
      • Unit - Cause FaceSmash_DummyUnit to damage FaceSmash_Target, dealing 100.00 damage of attack type Normal and damage type Normal
      • Animation - Play FaceSmash_CasterUnit's attack animation


Turn Off-Trigger:
Trigger:
  • Face Smash End
    • Events
      • Time - FaceSmash_Timer expires
    • Conditions
    • Actions
      • Trigger - Remove Face Smash Periodic <gen> from the trigger queue
 

Attachments

  • Polarity Shift.w3x
    25.8 KB · Views: 78

jig7c

Stop reading me...-statement
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wrong
Trigger:
  • Unit - Create 1 dummyUnit for (Owner of FaceSmash_CasterUnit) at (Position of FaceSmash_CasterUnit) facing Default building facing degrees


right

Trigger:
  • Set FaceSmash_CasterUnitPoint = (Position of (FaceSmash_CasterUnit)
    • Unit - Create 1 dummyUnit for (Owner of FaceSmash_CasterUnit) at (FaceSmash_CasterUnitPoint facing Default building facing degrees

and at the end of the first trigger put the following line:
Trigger:
  • custom script: call RemoveLocation (udg_FaceSmash_CasterUnitPoint)


wrong:
Trigger:
  • Trigger - Turn on Face Smash Periodic <gen>

right
Trigger:
  • Trigger - Run Face Smash Periodic, ignoring conditions <gen>


wrong:
Trigger:
  • Trigger - Remove Face Smash Periodic <gen> from the trigger queue

right:
Trigger:
  • Trigger - Turn off Face Smash Periodic <gen>


also, at the end of Face Smash End in the action part of it, write down this
Trigger:
  • custom script: call RemoveLocation (udg_FaceSmash_CasterPoint)
    • Set FaceSmash_Target = no unit
    • Set FaceSmash_CasterUnit = no unit

in your second trigger!
Trigger:
  • (FaceSmash_Target is dead) Equal to True

shouldn't this be

Trigger:
  • Face Smash Periodic
    • Events
    • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • If/then/else
        • If
          • (FaceSmash_Target is dead) Equal to True
        • Then
          • custom script: call RemoveLocation (udg_FaceSmash_CasterPoint)
          • Set FaceSmash_Target = no unit
          • Set FaceSmash_CasterUnit = no unit
          • Trigger - Turn off <this trigger> gen
        • Else
          • Unit - Cause FaceSmash_DummyUnit to damage FaceSmash_Target, dealing 100.00 damage of attack type Normal and damage type Normal
          • Animation - Play FaceSmash_CasterUnit's attack animation
 

Murre

New Member
Reaction score
14
Thanks for POINTing out the leaks (hehe), and btw. This will only make it run once... tried it out, but still thanks a lot for the help I got ^^
 

jig7c

Stop reading me...-statement
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123
i made few changes to my post above, see if you can get it to work now!

also your welcome,
like your analogy in the statment :)
 

Murre

New Member
Reaction score
14
Thanks! :)
But, still this only deals the damage twice "/ Since the periodic will only be run once. "/
Edit: Problem solved, changed it to "turn on" isntead of "run trigger", BUT the animations won't play... working on it, thanks however for the help :)
Edit2: Fully working now :) *puts eyes to rest*
 

jig7c

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Reaction score
123
is your periodic trigger enabled/initially on?

it should not be initially on...

and i can't take a look at ur map, because i don't have WE installed on this computer!
 

jig7c

Stop reading me...-statement
Reaction score
123
Thanks! :)
But, still this only deals the damage twice "/ Since the periodic will only be run once. "/
Edit: Problem solved, changed it to "turn on" isntead of "run trigger", BUT the animations won't play... working on it, thanks however for the help :)
Edit2: Fully working now :) *puts eyes to rest*

just set the animation speed a little higher!
and i was just about to say, instead on running the trigger, try turning it on!
glad it worked out for u!
 

Murre

New Member
Reaction score
14
Well, thanks for the help! The problem now is that it can be cast on friendly units aswell >_< And self, but I'll try some with targets allowed and hope that it works. :p And I set the animation speed higher aswell to make it look better, ty :)
 
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