Help with this spell plz

dragoniano

New Member
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Fish bait(channeling spell, if moves, cancel it): taunt all nearby enemies for 3 seconds and releases waves the each 0.3 seconds in a random points nearby the caster, dealing 60 damage each.

NOTE: I'm using the taunt spell of the elfs with duration of 3 seconds, and its not a channeling.

Someone can help complete it?

Trigger:
  • Find Bait
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Find Bait
    • Actions
      • Set TurkleCaster = (Casting unit)
      • Set TurkleCasterPosition = (Position of TurkleCaster)
      • Set TurkleBaitWaves = 10
      • For each (Integer TurkleBaitWaves) from 1 to 10, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy Unit (Custom Campaign) for (Owner of TurkleCaster) at TurkleCasterPosition facing Default building facing degrees
          • Unit - Add Waves of Bait to (Last created unit)
          • Unit - Set level of Waves of Bait for (Last created unit) to (Level of Find Bait for TurkleCaster)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm (Random point in (Region centered at TurkleCasterPosition with size (400.00, 400.00)))
          • Unit - Add a 0.10 second Generic expiration timer to (Last created unit)
          • Wait 0.30 game-time seconds
      • Custom script: call RemoveLocation (udg_TurkleCasterPosition)
 

Dirac

22710180
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Every day people come with problems on their triggers and everytime there's a Wait involved, seriously, blizzard should just delete that thing from the editor in a patch. The thing is if you use the wait action everything gets bugged. Try any other method then come ask for help
 

dragoniano

New Member
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But this has worked, the problem is that this "Channeling" because the Taunt skill is not channeling ... so I need to find a way to make it stay channeling for 3 seconds and that if he moves, cancels the spell. Or, i do the trigger of taunt as well. :banghead:
 

ic3_water

Member
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But this has worked, the problem is that this "Channeling" because the Taunt skill is not channeling ... so I need to find a way to make it stay channeling for 3 seconds and that if he moves, cancels the spell. Or, i do the trigger of taunt as well. :banghead:

Use this trigger
Code:
call UnitAddAbilityBJ( 'AImo', BaitUnit)
"AImo" just like taunt aura.
Then check every 0.1 second. If Fisher is "Channeling" then skip, else kill Bait.
 

Dirac

22710180
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147
Search for tutorials about the "Channel" ability around this forums
 

kingkwong92

Well-Known Member
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25
unit starts channeling
add to channel group

every 0.3 seconds
pick every unit in channel group
create dummy
cast carrion swarm
set unit with x range as taunt group
pick every unit in taunt group
order units to attack bait unit

unit stops casting an ability
remove unit from channel group

If you do it like this, it should be completely buggless.
 

dragoniano

New Member
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Well, it's working...but i need know how verify if the caster are channeling during the process.
Anyone?
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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613
You could do a check of the unit's current order - if it matches the order string of the spell, it's still channeling.

Alternatively, you could also add every unit that begins channeling the spell into a unit group, and remove any unit that finishes channeling from the same group. Then you would do a check to see if the unit is in the group - if it is, it's still channeling.
 

dragoniano

New Member
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Thanks, this is the final trigger:
Trigger:
  • Find Bait
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Fish Bait
    • Actions
      • Set TurkleCaster = (Casting unit)
      • Set TurkleCasterPosition = (Position of TurkleCaster)
      • Set TurkleBaitWaves = 10
      • Set TurkleThrowFishTargets = (Units within 300.00 of TurkleCasterPosition 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 TurkleCaster)) Equal to True))))
      • Trigger - Turn on FindBaitTaunt <gen>
      • For each (Integer TurkleBaitWaves) from 1 to TurkleBaitWaves, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current order of TurkleCaster) Equal to (Order(charm))
            • Then - Actions
              • Unit - Create 1 Dummy Unit (Custom Campaign) for (Owner of TurkleCaster) at TurkleCasterPosition facing Default building facing degrees
              • Unit - Add Waves of Bait to (Last created unit)
              • Unit - Set level of Waves of Bait for (Last created unit) to (Level of Fish Bait for TurkleCaster)
              • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm (Random point in (Region centered at TurkleCasterPosition with size (300.00, 300.00)))
              • Unit - Add a 0.10 second Generic expiration timer to (Last created unit)
              • Wait 0.30 game-time seconds
            • Else - Actions
              • Trigger - Turn off FindBaitTaunt <gen>
      • Trigger - Turn off FindBaitTaunt <gen>
      • Custom script: call RemoveLocation (udg_TurkleCasterPosition)
      • Custom script: call DestroyGroup (udg_TurkleThrowFishTargets)



Trigger:
  • FindBaitTaunt
    • Events
      • Time - Every 0.01 seconds of game time
      • Conditions
      • Actions
        • Unit Group - Pick every unit in TurkleThrowFishTargets and do (Actions)
          • Loop - Actions
            • Unit - Order (Picked unit) to Attack TurkleCaster
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Just for future reference;
You should use [noparse]
Trigger:
[/noparse] tags.

Go to your trigger, right-click on the name of it above "Events".
Select "Copy As Text...", then come back here and paste the code between the tags.
 
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