"Inflater" weapon

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Dr4gonL0rd

Guest
If any of you remember the "Inflater" weapon from Turok: Rage Wars for N64, you'll know what I want to do.
This weapon will fire a CO2 dart into the target enemy, inflating it in size. When enough darts are shot into a unit, it will explode.

I don't really know where to start with this because I can't figure out the triggers to change the sizes, and the variable(s) to remember the sizes of the units, and increase the size by 10% every time it gets hit. The unit would explode at 200%, starting at 100%.

Things to know:
I am not using this as an ability, it will be a building that attacks.
 

Pigger

New Member
Reaction score
13
Ok, this is just a rough stab at it as I don't currently have WE on this computer, but here goes.

Base an ability off of slow poison or a similar poison that can stack. Remove damage over time, slow effects, stuff like that and only make sure it's stacks (there should be an option for it). Then, (if you can, idk if this works checking for stacked buffs) have a trigger check for how many stacks of the buff it has, increasing it's size by 10% each, and when it hits 10 stacks have another trigger fire off and kill it.

Probably only helps minimally but whatever.
 
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Dr4gonL0rd

Guest
Ok, this is just a rough stab at it as I don't currently have WE on this computer, but here goes.

Base an ability off of slow poison or a similar poison that can stack. Remove damage over time, slow effects, stuff like that and only make sure it's stacks (there should be an option for it). Then, (if you can, idk if this works checking for stacked buffs) have a trigger check for how many stacks of the buff it has, increasing it's size by 10% each, and when it hits 10 stacks have another trigger fire off and kill it.

Probably only helps minimally but whatever.

Ok, I'll try it when I get a chance, but I have a feeling that I can't check for stacked buffs, specifically how many there are.


>In actions choose "Animation" it's all under there.
Yeah, I know how to change the size, but I just don't know how to store the size of each unit in a simple variable.

Edit: Ok, I can't check for how many of the stacking buff the unit has. Any other ideas?
 

ShadowTek

New Member
Reaction score
23
You could set the custom value of the unit to reflect its current animation size, and then use that for condition checks.

Or you could have an array of 10 unit groups and place a unit in whatever group corresponds to its current animation size level (group1 for 10%; group2 to 20%; group3 for 30%; etc.). Then check to see what group a unit is in to determine its current size and take the desired action.
 
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Dr4gonL0rd

Guest
You could set the custom value of the unit to reflect its current animation size, and then use that for condition checks.

Ok, I'm trying this method, and it was going smoothly, but I have run into a problem.
What I want to do is if the custom value of the unit is 200, then increase it's size by 10%, then kill it. If the custom value is not equal to 200, then just increase its size by 10%. The problem is that I can't seem to set a variable to the custom value of a unit, so I can do something like:
Code:
Change (Triggering unit)'s size to (((Custom value of (Triggering unit)) + 10)
But I can't to do that, since the custom value of a unit isn't available when doing arithmetic. And since that isn't available, I can't set a variable to the custom value either.
Bah! Now what? :banghead:

Edit: By the way, this is what I have so far for the trigger...
Code:
Inflater Explode
    Events
        Unit - A unit owned by Player 12 (Brown) Is attacked
    Conditions
        (Unit-type of (Attacking unit)) Equal to Inflater
    Actions
        Unit - Set the custom value of (Triggering unit) to ((Custom value of (Triggering unit)) + 10)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Custom value of (Triggering unit)) Equal to 200
            Then - Actions
            Else - Actions
 

MoonSlinger

I Love using Cheap Tricks... only Results matters
Reaction score
74
Instead of using custom value, i suggest using a custom useless ability.

For example:
I would use "dummy ability". Give it 10 levels.

Code:
If.. level of dummy ability = 0
Then.. Unit - Add dummy ability to unit

Else If.. level of dummy ability = 10
Then.. Unit - Explode unit
Else.. 
Animation - set size of unit to (100 + (10 X Real(level of dummy ability)))
Unit - Increase level of dummy ability for unit

Since is in animation size is in %, its would be a real, so you need conversion.
Sorry, no codes because my no WE at the moment.
 
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Dr4gonL0rd

Guest
THANK YOU! The trigger looks like this now, and IT WORKS!
Code:
Inflater Explode
    Events
        Unit - A unit owned by Player 12 (Brown) Is attacked
    Conditions
        (Unit-type of (Attacking unit)) Equal to Inflater
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Dummy Ability  for (Attacked unit)) Equal to 0
            Then - Actions
                Unit - Add Dummy Ability  to (Triggering unit)
                Unit - Set level of Dummy Ability  for (Attacked unit) to 1
                Animation - Change (Attacked unit)'s size to ((100.00 + (10.00 x (Real((Level of Dummy Ability  for (Attacked unit))))))%, 100.00%, 100.00%) of its original size
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Level of Dummy Ability  for (Attacked unit)) Equal to 10
                    Then - Actions
                        Unit - Kill (Attacked unit)
                        Special Effect - Create a special effect attached to the origin of (Attacked unit) using war3mapImported\HumanSmallDeathExplodeDust.mdx
                    Else - Actions
                        Unit - Increase level of Dummy Ability  for (Attacked unit)
                        Animation - Change (Attacked unit)'s size to ((100.00 + (10.00 x (Real((Level of Dummy Ability  for (Attacked unit))))))%, 100.00%, 100.00%) of its original size
Again, thanks. +rep
 
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