How change a channeling spell to a casting spell

Vaynard

New Member
Reaction score
1
I tried to change the Volcano ability into a casting spell via trigger, but i get some trouble during the job.
Trigger:
  • Erupcao Magmatica
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Ea
    • Actions
      • Set TempPoint = (Target point of issued order)
      • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing (Position of (Triggering unit))
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Custom Erupção Magmatica. to (Last created unit)
      • Unit - Order (Last created unit) to Neutral Fire Lord - Volcano TempPoint
      • Unit - Remove (Last created unit) from the game
      • Custom script: call RemoveLocation (udg_TempPoint)

I dont now what Im doing wrong.
I know I have to create a dummy for that, but there is a problem is I use a dummy that is already being used in another trigger?
well, Im taking any help.
Thanks very much
 

Hadezown

TH.net Regular
Reaction score
5
There are a few things that need fixing firstly, you're removing the unit right after it is created which is why it isn't casting the ability. Also your point should be point of ability being cast not order point.

You also have some leaks to clean up. It should look more like this:
Trigger:
  • Erupcao Magmatica
    • Events
    • Unit - A unit starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Ea
    • Actions
    • Set TempPoint = (Target point of ability being cast)
    • Set TempPoint2 = (Position of (Triggering unit))
    • Set TempPoint3 = (Target point of ability being cast)
    • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing (TempPoint2)
    • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
    • Unit - Add Custom Erupção Magmatica. to (Last created unit)
    • Unit - Order (Last created unit) to Neutral Fire Lord - Volcano TempPoint3
    • Custom script: call RemoveLocation (udg_TempPoint)
    • Custom script: call RemoveLocation (udg_TempPoint2)
    • Custom script: call RemoveLocation (udg_TempPoint3)


Although the facing angle of the unit doesn't really matter. You can remove the unit in a seperate trigger with the event it entering the playable map area and a wait time before removing it.

Code:
 

Vaynard

New Member
Reaction score
1
cool thanks a lot man, just tell me:
1-Why exactly I need the TempPoint3?
2-What is the CustomScripts for?
Its working preatty well
I just want to be sure that I'll be able to change the next spell without any help ^^
hehe
Thanks a lot
 

Tru_Power22

You can change this now in User CP.
Reaction score
144
1 - Not much, to prevent leack
2 - Same as above.
3 - This would be easier with a dummy spell, not based off a channeling one. Like cluster rockets.
 

Kuberr24

Well-Known Member
Reaction score
28
It should look more like this:
Trigger:
  • Erupcao Magmatica
    • Events
    • Unit - A unit starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Ea
    • Actions
    • Set TempPoint = (Target point of ability being cast)
    • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing (TempPoint2)
    • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
    • Unit - Add Custom Erupção Magmatica. to (Last created unit)
    • Unit - Order (Last created unit) to Neutral Fire Lord - Volcano TempPoint
    • Custom script: call RemoveLocation (udg_TempPoint)


There is no need for extra points, it is perfectly fine for the unit to stand in the middle of the volcano :)
 

Vaynard

New Member
Reaction score
1
ok i discovered a new problem with this kind of change and got no solutions to that:
Trigger:
  • Erupcao Magmatica
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Erupção Magmática
    • Actions
      • Set TempPoint = (Target point of ability being cast)
      • Set TempPoint2 = (Position of (Triggering unit))
      • Set TempPoint3 = (Target point of ability being cast)
      • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing TempPoint2
      • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Custom Erupção Magmatica. to (Last created unit)
      • Unit - Order (Last created unit) to Neutral Fire Lord - Volcano TempPoint3
      • Custom script: call RemoveLocation (udg_TempPoint)
      • Custom script: call RemoveLocation (udg_TempPoint2)
      • Custom script: call RemoveLocation (udg_TempPoint3)

thats how the trigger is working now, and it looks perfect, except by the fact that when I level up the skill and cast any of the other levels of the skill like 2 or 3, he still cast the level 1 skill, weaker.
How can I solve this problem?
Make it cast the exact level of the skill as long as level the skill up???
 

Kuberr24

Well-Known Member
Reaction score
28
To fix the leveling ability, It should look more like this:

Trigger:
  • Erupcao Magmatica
    • Events
    • Unit - A unit starts the effect of an ability
    • Conditions
    • If (Ability being cast) Equal to Ea
    • Actions
    • Set TempPoint = (Target point of ability being cast)
    • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing (TempPoint2)
    • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
    • Unit - Add Custom Erupção Magmatica. to (Last created unit)
    • Unit - Set Level of Ability Custom Erupção Magmatica for (Last Created Unit) to Level of Ability Ea for (Triggering Unit)
    • Unit - Order (Last created unit) to Neutral Fire Lord - Volcano TempPoint
    • Custom script: call RemoveLocation (udg_TempPoint)


There is no need for extra points, it is perfectly fine for the unit to stand in the middle of the volcano :)
 

Hadezown

TH.net Regular
Reaction score
5
Yea I over did it with the point variables, I get carried away with leak removing sometimes :rolleyes:
 
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