Help with this trigger please

Coding?

  • bad coding

    Votes: 0 0.0%
  • really bad coding

    Votes: 2 100.0%
  • worse coding

    Votes: 0 0.0%
  • worst coding ever

    Votes: 0 0.0%

  • Total voters
    2

comparami

New Member
Reaction score
4
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
 

Attachments

  • Flame.w3x
    16.7 KB · Views: 80

LurkerAspect

Now officially a Super Lurker
Reaction score
118
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
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • Ghan Ghan:
    Howdy
  • Ghan Ghan:
    Still lurking
    +3
  • The Helper The Helper:
    I am great and it is fantastic to see you my friend!
    +1
  • The Helper The Helper:
    If you are new to the site please check out the Recipe and Food Forum https://www.thehelper.net/forums/recipes-and-food.220/
  • Monovertex Monovertex:
    How come you're so into recipes lately? Never saw this much interest in this topic in the old days of TH.net
  • Monovertex Monovertex:
    Hmm, how do I change my signature?
  • tom_mai78101 tom_mai78101:
    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
  • The Helper The Helper:
    I am not big on the recipes I am just promoting them - I use the site as a practice place promoting stuff
    +2
  • Monovertex Monovertex:
    @tom_mai78101 I must be blind. If I go on my profile I don't see any area to edit the signature; If I go to account details (settings) I don't see any signature area either.
  • The Helper The Helper:
    You can get there if you click the bell icon (alerts) and choose preferences from the bottom, signature will be in the menu on the left there https://www.thehelper.net/account/preferences
  • The Helper The Helper:
    I think I need to split the Sci/Tech news forum into 2 one for Science and one for Tech but I am hating all the moving of posts I would have to do
  • The Helper The Helper:
    What is up Old Mountain Shadow?
  • The Helper The Helper:
    Happy Thursday!
    +1
  • Varine Varine:
    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though
  • Ghan Ghan:
    Heard Houston got hit pretty bad by storms last night. Hope all is well with TH.
  • The Helper The Helper:
    Power back on finally - all is good here no damage
    +2
  • V-SNES V-SNES:
    Happy Friday!
    +1

      The Helper Discord

      Staff online

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top