Large AoE Entangling Roots/Banish/Damage

LightChaosma

New Member
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60
if you say its very unlikely i beleive yo :D

Code:
Dark Star
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Dark Star 
    Actions
        Set DarkUnit = (Triggering unit)
        Set DarkCaster = (Position of (Triggering unit))
        Special Effect - Create a special effect at DarkCaster using DarkStar.mdx
        set DarkEffect = (Last Created Special effect) // DarkEffect is a special effect variable
        Set DarkGroup = (Units within 800.00 of DarkCaster matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of DarkUnit)) Equal to True))))
        Unit Group - Pick every unit in DarkGroup and do (Actions)
            Loop - Actions
                Unit - Create 1 Dark Star Dummy for (Owner of DarkUnit) at DarkCaster facing Default building facing degrees
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Unit - Order (Last created unit) to Human Blood Mage - Banish (Picked unit)
        Wait 4.00 seconds
        Destroy DarkEffect
        Unit Group - Pick every unit in DarkGroup and do (Actions)
            Loop - Actions
                Unit - Cause DarkUnit to damage (Picked unit), dealing (450.00 x (Real((Level of Dark Star  for DarkUnit)))) damage of attack type Spells and damage type Normal
        custom script: call RemoveLocation(udg_DarkCaster)
        custom script: call DestroyGroup(udg_DarkGroup)
        set DarkUnit = (no unit)  //this is not necesary
 

I_RULE_YOU

New Member
Reaction score
34
Code:
Dark Star
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dark Star 
    Actions
        Set DarkUnit = (Triggering unit)
        Set DarkCaster = (Position of (Triggering unit))
        Special Effect - Create a special effect at DarkCaster using DarkStar.mdx
        Set DarkEffect = (Last created special effect)
        Set DarkGroup = (Units within 800.00 of DarkCaster matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of DarkUnit)) Equal to True))))
        Unit Group - Pick every unit in DarkGroup and do (Actions)
            Loop - Actions
                Unit - Create 1 Dark Star Dummy for (Owner of DarkUnit) at DarkCaster facing Default building facing degrees
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Unit - Order (Last created unit) to Human Blood Mage - Banish (Picked unit)
                Wait 4.00 seconds
                Special Effect - Destroy DarkEffect
                Unit Group - Pick every unit in DarkGroup and do (Actions)
                    Loop - Actions
                Unit - Cause DarkUnit to damage (Picked unit), dealing (450.00 x (Real((Level of Dark Star  for DarkUnit)))) damage of attack type Spells and damage type Normal
                Custom script:   call RemoveLocation(udg_DarkCaster)
                Custom script:   call DestroyGroup (udg_DarkGroup)
                Set DarkUnit = No unit

UGH! I did it EXACTLY like you said, and the only thing that works is, of course, the special effect. Nothing else works.
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
Try removing the wait from the loop, because it loops for each unit in DarkGroup, adding to 4 (wait) times the amount of units in that group.
 

YourFace

<span style="color:#9C9C9C;"><strong>Runner Up - T
Reaction score
91
Code:
Dark Star
    Events
        Unit - A unit starts the effect of an ability //not begins casting
    Conditions
        (Ability being cast) Equal to Dark Star 
    Actions
        Set DarkUnit = (Triggering unit)
        Set DarkCaster = (Position of (Triggering unit))
        Special Effect - Create a special effect at DarkCaster using DarkStar.mdx
Destroy last created special effect
        Set DarkGroup = (Units within 800.00 of DarkCaster matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of DarkUnit)) Equal to True))))
        Unit Group - Pick every unit in DarkGroup and do (Actions)
            Loop - Actions
                Unit - Create 1 Dark Star Dummy for (Owner of DarkUnit) at DarkCaster facing Default building facing degrees
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Unit - Order (Last created unit) to Human Blood Mage - Banish (Picked unit)
                //loop stops here
         Wait 4.00 seconds
         custom script: call RemoveLocation udg_DarkCaster
        Unit Group - Pick every unit in DarkGroup and do (Actions)
            Loop - Actions
                Unit - Cause DarkUnit to damage (Picked unit), dealing (450.00 x (Real((Level of Dark Star  for DarkUnit)))) damage of attack type Spells and damage type Normal
//loop stop
custom script: call DestroyGroup udg_DarkGroup
try this
it should work
make sure ur dummies are able to cast banish in the 1 second they exist if nto increase that tiem or edit their casting time And casting animation time

oh and btw custom scripts are caps sensitive

wont the wait cause problems
 

I_RULE_YOU

New Member
Reaction score
34
Yes I understand that part, I thought, so can you please tell me how I can have the same effect without having a wait inside the loop?
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
Put the wait outside of the loop, pick all the units in DarkGroup, then run your actions (it should work, unless multiple units cast it.)
 

I_RULE_YOU

New Member
Reaction score
34
I can't figure out how to do that and have the trigger work.

I want the trigger to Banish all units in a 800 AoE around the hero, then 4 seconds later, deal the damage, then another 4 seconds later, remove the banish.
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
Could you come on Battle.net and let me download your map so I can look at it? Or can you Private Message it to me? It would make it so much easier :)
 

YourFace

<span style="color:#9C9C9C;"><strong>Runner Up - T
Reaction score
91
I can't figure out how to do that and have the trigger work.

I want the trigger to Banish all units in a 800 AoE around the hero, then 4 seconds later, deal the damage, then another 4 seconds later, remove the banish.

maybe a timer?
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
The reason why it won't work is because you had the damage action OUTSIDE of the loop.

Code:
Dark Star
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dark Star 
    Actions
        Set DarkUnit = (Triggering unit)
        Set DarkCaster = (Position of (Triggering unit))
        Special Effect - Create a special effect at DarkCaster using DarkStar.mdx
        Set DarkEffect = (Last created special effect)
        Set DarkGroup = (Units within 800.00 of DarkCaster matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of DarkUnit)) Equal to True))))
        Unit Group - Pick every unit in DarkGroup and do (Actions)
            Loop - Actions
                Unit - Create 1 Dark Star Dummy for (Owner of DarkUnit) at DarkCaster facing Default building facing degrees
                Unit - Order (Last created unit) to Human Blood Mage - Banish (Picked unit)
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                Special Effect - Destroy DarkEffect
                Unit Group - Pick every unit in DarkGroup and do (Actions)
                    Loop - Actions
                        Unit - Cause DarkUnit to damage (Picked unit), dealing (450.00 x (Real((Level of Dark Star  for DarkUnit)))) damage of attack type Spells and damage type Normal
                Custom script:   call RemoveLocation(udg_DarkCaster)
                Custom script:   call DestroyGroup (udg_DarkGroup)
                Set DarkUnit = No unit

There's your fixed version. :thup:
 

I_RULE_YOU

New Member
Reaction score
34
Thanks.

Here's the thing, If you saw the special effect, you know what it looks liek. I wanted the damage to be dealt when the star FALLS, which is 4 seconds after casting. If I'm not mistaken, this will deal the damage immediately.....:(:(:(:(:(:(
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
Thanks.

Here's the thing, If you saw the special effect, you know what it looks liek. I wanted the damage to be dealt when the star FALLS, which is 4 seconds after casting. If I'm not mistaken, this will deal the damage immediately.....:(:(:(:(:(:(

Simple Fix.

JASS:
Dark Star
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dark Star 
    Actions
        Set DarkUnit = (Triggering unit)
        Set DarkCaster = (Position of (Triggering unit))
        Special Effect - Create a special effect at DarkCaster using DarkStar.mdx
        Set DarkEffect = (Last created special effect)
        Set DarkGroup = (Units within 800.00 of DarkCaster matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of DarkUnit)) Equal to True))))
        Unit Group - Pick every unit in DarkGroup and do (Actions)
            Loop - Actions
                Unit - Create 1 Dark Star Dummy for (Owner of DarkUnit) at DarkCaster facing Default building facing degrees
                Unit - Order (Last created unit) to Human Blood Mage - Banish (Picked unit)
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                Special Effect - Destroy DarkEffect
                Custom script:   call RemoveLocation(udg_DarkCaster)
                Custom script:   call DestroyGroup (udg_DarkGroup)
                Set DarkUnit = No unit
        Wait 4.00 seconds
        Unit Group - Pick every unit in DarkGroup and do (Actions)
            Loop - Actions
                Unit - Cause DarkUnit to damage (Picked unit), dealing (450.00 x (Real((Level of Dark Star  for DarkUnit)))) damage of attack type Spells and damage type Normal


The wait and the pick (again) of the Unit Group are OUTSIDE of the original loop.
 

I_RULE_YOU

New Member
Reaction score
34
Ahh, thanks much. My warcraft3 is giving trouble, so I might no be able to do yet, but will get it done asap. Thanks to all who helped.
 

I_RULE_YOU

New Member
Reaction score
34
OMFG!!! STILL NOTHING HAPPENS!!!


Code:
Dark Star
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dark Star 
    Actions
        Set DarkUnit = (Triggering unit)
        Set DarkCaster = (Position of (Triggering unit))
        Special Effect - Create a special effect at DarkCaster using DarkStar.mdx
        Set DarkEffect = (Last created special effect)
        Set DarkGroup = (Units within 800.00 of DarkCaster matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of DarkUnit)) Equal to True))))
        Unit Group - Pick every unit in DarkGroup and do (Actions)
            Loop - Actions
                Unit - Create 1 Dark Star Dummy for (Owner of DarkUnit) at DarkCaster facing Default building facing degrees
                Unit - Order (Last created unit) to Human Blood Mage - Banish (Picked unit)
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation(udg_DarkCaster)
                Custom script:   call DestroyGroup (udg_DarkGroup)
                Set DarkUnit = No unit
        Wait 4.00 seconds
        Special Effect - Destroy DarkEffect
        Unit Group - Pick every unit in DarkGroup and do (Actions)
            Loop - Actions
                Unit - Cause DarkUnit to damage (Picked unit), dealing (1.00 x (Real((Level of Dark Star  for DarkUnit)))) damage of attack type Spells and damage type Normal
 

dragonhord

Knowledge is true opinion. - Plato
Reaction score
82
Unit - Cause DarkUnit to damage (Picked unit), dealing (1.00 x (Real((Level of Dark Star for DarkUnit)))) damage of attack type Spells and damage type Normal WEll for one thing... That does 1 damage per level 0.o... And for another thing... With the banish going off that does 0 damage... You need to change damage type to Magic not normal... For the banish part you might want to make sure your banish doesn't cost mana so the dummy can cast it and that you don't have any spell requirements on the banish spell...
 

I_RULE_YOU

New Member
Reaction score
34
Ah yes, the dummy had no mana, and I forgot about that damage typo.

But now, still no damage is dealt, and only 1 unit is banished when I activate the spell.
 

dragonhord

Knowledge is true opinion. - Plato
Reaction score
82
You change the damage type 0.o? Damage type of normal will do 0 damage to banished units. It has to be magic... As for why it's only banishing one unit... Nothing looks wrong w/ the trigger to me...
 

I_RULE_YOU

New Member
Reaction score
34
Code:
Dark Star
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dark Star 
    Actions
        Set DarkUnit = (Triggering unit)
        Set DarkCaster = (Position of (Triggering unit))
        Special Effect - Create a special effect at DarkCaster using DarkStar.mdx
        Set DarkEffect = (Last created special effect)
        Set DarkGroup = (Units within 800.00 of DarkCaster matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of DarkUnit)) Equal to True))))
        Unit Group - Pick every unit in DarkGroup and do (Actions)
            Loop - Actions
                Unit - Create 1 Dark Star Dummy for (Owner of DarkUnit) at DarkCaster facing Default building facing degrees
                Unit - Order (Last created unit) to Human Blood Mage - Banish (Picked unit)
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation(udg_DarkCaster)
                Custom script:   call DestroyGroup (udg_DarkGroup)
                Set DarkUnit = No unit
        Wait 4.00 seconds
        Special Effect - Destroy DarkEffect
        Unit Group - Pick every unit in DarkGroup and do (Actions)
            Loop - Actions
                Unit - Cause DarkUnit to damage (Picked unit), dealing (450.00 x (Real((Level of Dark Star  for DarkUnit)))) damage of attack type Spells and damage type Magic

Thats it. Right there. Only 1 unit is getting banished, and the unit was not damaged at all (The other units were unharmed/unbanished)
 
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