Help with this trigger please

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comparami

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i've been trying to make each wave damage each unit nearby once, and yet, it seems that it damages it until its dead, so i deleted the damage trigger cuz i was wondering if you guys could help put it. thanks:)
Trigger:
  • Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Flame Spiral
    • Actions
      • Set CurrentIndex[3] = (CurrentIndex[3] + 1)
      • Set Caster[CurrentIndex[3]] = (Triggering unit)
      • Set CasterLoc[CurrentIndex[3]] = (Position of (Triggering unit))
      • Set Radius[CurrentIndex[3]] = 25
      • For each (Integer A) from 1 to 36, do (Actions)
        • Loop - Actions
          • Set CurrentIndex[1] = (CurrentIndex[1] + 1)
          • Set CurrentIndex[2] = (CurrentIndex[2] + 1)
          • Set Caster[CurrentIndex[1]] = (Triggering unit)
          • Set CasterLoc[CurrentIndex[1]] = (Position of (Triggering unit))
          • Unit - Create 1 Flame Pulse for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 25.00 towards (10.00 x (Real((Integer A)))) degrees) facing (10.00 x (Real((Integer A)))) degrees
          • Set Dummy[CurrentIndex[1]] = (Last created unit)
          • Set Offset[CurrentIndex[1]] = 25
          • Unit - Set the custom value of Dummy[CurrentIndex[1]] to 1
          • Unit Group - Remove all units from Attacked

Trigger:
  • Start
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to CurrentIndex[1], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Custom value of Dummy[(Integer A)]) Less than 6
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of Dummy[(Integer A)]) Equal to 1
                • Then - Actions
                  • Set CasterLoc[(Integer A)] = (Position of Caster[(Integer A)])
                  • Set Offset[(Integer A)] = (Offset[(Integer A)] + 20)
                  • Unit - Move Dummy[(Integer A)] instantly to (CasterLoc[(Integer A)] offset by (Real(Offset[(Integer A)])) towards (Facing of Dummy[(Integer A)]) degrees)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Offset[(Integer A)] Greater than 300
                    • Then - Actions
                      • Unit - Set the custom value of Dummy[(Integer A)] to 2
                    • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of Dummy[(Integer A)]) Equal to 2
                • Then - Actions
                  • Set CasterLoc[(Integer A)] = (Position of Caster[(Integer A)])
                  • Set Offset[(Integer A)] = (Offset[(Integer A)] - 20)
                  • Unit - Move Dummy[(Integer A)] instantly to (CasterLoc[(Integer A)] offset by (Real(Offset[(Integer A)])) towards ((Facing of Dummy[(Integer A)]) + 180.00) degrees)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Offset[(Integer A)] Less than or equal to 25
                    • Then - Actions
                      • Unit - Set the custom value of Dummy[(Integer A)] to 3
                    • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of Dummy[(Integer A)]) Equal to 3
                • Then - Actions
                  • Set CasterLoc[(Integer A)] = (Position of Caster[(Integer A)])
                  • Set Offset[(Integer A)] = (Offset[(Integer A)] + 20)
                  • Unit - Move Dummy[(Integer A)] instantly to (CasterLoc[(Integer A)] offset by (Real(Offset[(Integer A)])) towards ((Facing of Dummy[(Integer A)]) + 180.00) degrees)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Offset[(Integer A)] Greater than 600
                    • Then - Actions
                      • Unit - Set the custom value of Dummy[(Integer A)] to 4
                    • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of Dummy[(Integer A)]) Equal to 4
                • Then - Actions
                  • Set CasterLoc[(Integer A)] = (Position of Caster[(Integer A)])
                  • Set Offset[(Integer A)] = (Offset[(Integer A)] - 20)
                  • Unit - Move Dummy[(Integer A)] instantly to (CasterLoc[(Integer A)] offset by (Real(Offset[(Integer A)])) towards ((Facing of Dummy[(Integer A)]) + 180.00) degrees)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Offset[(Integer A)] Less than or equal to 25
                    • Then - Actions
                      • Unit - Set the custom value of Dummy[(Integer A)] to 5
                    • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of Dummy[(Integer A)]) Equal to 5
                • Then - Actions
                  • Set CasterLoc[(Integer A)] = (Position of Caster[(Integer A)])
                  • Set Offset[(Integer A)] = (Offset[(Integer A)] + 20)
                  • Unit - Move Dummy[(Integer A)] instantly to (CasterLoc[(Integer A)] offset by (Real(Offset[(Integer A)])) towards ((Facing of Dummy[(Integer A)]) + 180.00) degrees)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Offset[(Integer A)] Greater than 900
                    • Then - Actions
                      • Unit - Set the custom value of Dummy[(Integer A)] to 6
                    • Else - Actions
                • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of Dummy[(Integer A)]) Equal to 6
                • Then - Actions
                  • Set CasterLoc[(Integer A)] = (Position of Caster[(Integer A)])
                  • Set Offset[(Integer A)] = (Offset[(Integer A)] - 20)
                  • Unit - Move Dummy[(Integer A)] instantly to (CasterLoc[(Integer A)] offset by (Real(Offset[(Integer A)])) towards ((Facing of Dummy[(Integer A)]) + 180.00) degrees)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Offset[(Integer A)] Less than or equal to 25
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Custom value of Dummy[(Integer A)]) Greater than 0
                        • Then - Actions
                          • Unit - Set the custom value of Dummy[(Integer A)] to 0
                          • Unit - Add a 0.01 second Generic expiration timer to Dummy[(Integer A)]
                          • Set CurrentIndex[2] = (CurrentIndex[2] - 1)
                        • Else - Actions
                    • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • CurrentIndex[2] Equal to 0
                • Then - Actions
                  • Set CurrentIndex[1] = 0
                  • Set CurrentIndex[2] = 0
                • Else - Actions


here's the test map
 

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  • Flame.w3x
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LurkerAspect

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Leaks as far as the eye can see. Also, if you want help, don't put a poll along with it.

You need to use these custom script functions:
Code:
call RemoveLocation(udg_(location variable))
and for arrays
call RemoveLocation(udg_(your location)[Array number])
to destroy a location after you set it

i.e.
Code:
Custom Script: call RemoveLocation(udg_CasterLoc[1])

you also need to add an expiration timer to your dummy units, or else they just float around forever after they're used and take up memory.
 

comparami

New Member
Reaction score
4
okay, but i dont see how removing a location will help with the damaging process. if you have downloaded the map, you'll notice that the skill is similar to plasma field in dota, the skill of razor. but my skill comes in and out 3 times. so practically, i want it to damage nearby enemy units 6 times in contraction and expansion. I tried putting units in a group, the first time it's casted, it seems to work, but the second time it's casted, it damages the unit periodically, until it's dead.

and the custom script
Code:
call RemoveLocation(udg_(locationvariable)[ArrayNumber])

is this possible

call RemoveLocation(udg_(locationvariable)[IntegerA])

cuz im running my periodical trigger with loops
 
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