Large AoE Entangling Roots/Banish/Damage

A

Adamisk

Guest
This isnt really related buuuuuuuut... Id like to know how to produce a spell sole for AoE banishing. That'd be kickass =D
 

I_RULE_YOU

New Member
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Well as soon as this problem is solved you can use this trigger and cut the damage part out I suppose.
 

dragonhord

Knowledge is true opinion. - Plato
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82
Might you have a BNet account 0.o? So I could look at the trigger in the game? Or perhaps some way of showing me exactly what's going on because.... I don't see anything wrong w/ that trigger... I am probably just missing something but ehh...
 

I_RULE_YOU

New Member
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*Bump*

Anyone else see a reason why this wouldn't work? Any reason at all? The deadline on the release of my map has been pushed back by a week because of this problem.
 

WolfieeifloW

WEHZ Helper
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I've looked over the trigger and I don't see anything wrong either :nuts: .

This isn't the problem but; Is the unit even banished still when the damage is done?
 

I_RULE_YOU

New Member
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It should be yes, the Banish lasts 8 seconds, the damage is dealt 4 seconds into the Banish. The 1 unit that was banished did not receive any damage.
 

WolfieeifloW

WEHZ Helper
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372
Just for debug purpose, set this:
Code:
                Unit - Cause DarkUnit to damage (Picked unit), dealing [b](450.00 x (Real((Level of Dark Star  for DarkUnit))))[/b] damage of attack type Spells and damage type Magic
To a raw number, just to check.
 

dragonhord

Knowledge is true opinion. - Plato
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Don't make it times level of ability... Just set the damage to a flat 450 or something...
 

WolfieeifloW

WEHZ Helper
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Change this:
Code:
                Unit - Cause DarkUnit to damage (Picked unit), dealing [b](450.00 x (Real((Level of Dark Star  for DarkUnit))))[/b] damage of attack type Spells and damage type Magic
To this:
Code:
                Unit - Cause DarkUnit to damage (Picked unit), dealing [b]450[/b] damage of attack type Spells and damage type Magic
To check.
 

I_RULE_YOU

New Member
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But I obviously want it to deal more damage for each level, that shouldn't be causing any problems.

Nobody knows why it's Banishing only 1 unit?!??
 

dragonhord

Knowledge is true opinion. - Plato
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Sometimes it does screw things up... Doesn't hurt to check it out 0.o... I mean... Your tirggers SHOULDN'T be failing but it is... So you might as well give it a shot 0.o.
 

YourFace

<span style="color:#9C9C9C;"><strong>Runner Up - T
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91
the problem is that it only works for one unit, not every unit around the caster, so if you just change that and stuff, it would not change the fact that it's not AoE
EDIT how about instead of having one trigger, you have 2
the second trigger is to pick every unit in dark group, banish him, entagle, damage, then remove him from the group
every .01 seconds, then when the unit group is empty you just turn the trigger off
EDIT
it works!!!! i tested it
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))))
        Trigger - Turn on Dark Star 2 <gen>
Code:
Dark Star 2
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in (Random 1 units from DarkGroup) and do (Actions)
            Loop - Actions
                Unit - Create 1 Dark Star Dummy for Neutral Passive at DarkCaster facing Default building facing degrees
                Unit - Order (Last created unit) to Human Blood Mage - Banish (Picked unit)
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Special Effect - Destroy DarkEffect
                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
                Unit Group - Remove (Picked unit) from DarkGroup
        Wait 1.00 seconds
        Custom script:   call RemoveLocation(udg_DarkCaster)
        Custom script:   call DestroyGroup (udg_DarkGroup)
        Trigger - Turn off (This trigger)
 

dragonhord

Knowledge is true opinion. - Plato
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82
Yes his trigger leaks. You'd have to patch up the leaks 0.o. Thing is though is that... Every .1 seconds of the game is a tad irritating when your trigger should be working as it is...
 

YourFace

<span style="color:#9C9C9C;"><strong>Runner Up - T
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Yes his trigger leaks. You'd have to patch up the leaks 0.o. Thing is though is that... Every .1 seconds of the game is a tad irritating when your trigger should be working as it is...

yes it is, but if there were let's say 100 units near by, then we dont want them to be banished at the different times by doing .1 seconds
and we can't DestroyGroup after the first unit is picked either or else the trigger would fail
the problem i believe is that it's picking every unit as a group, rather than individually like we want
maybe if you use your original trigger and make the dummy unit have a model
you'd know if it creates 20 dummies or just 1 for each group thats picked.
it's hard to fix the leaks in this, but you might have to jass this instead of gui=( if you dont want to use the trigger i made
 

dragonhord

Knowledge is true opinion. - Plato
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Not that hard haha. Just some custom scripts that take like 4 seconds to type...
 

YourFace

<span style="color:#9C9C9C;"><strong>Runner Up - T
Reaction score
91
Not that hard haha. Just some custom scripts that take like 4 seconds to type...

jass nerd :D
Code:
Dark Star 2
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in (Random 1 units from DarkGroup) and do (Actions)
            Loop - Actions
                Unit - Create 1 Dark Star Dummy for Neutral Passive at DarkCaster facing Default building facing degrees
                Unit - Order (Last created unit) to Human Blood Mage - Banish (Picked unit)
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Special Effect - Destroy DarkEffect
                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
                Unit Group - Remove (Picked unit) from DarkGroup
                Unit Group- Add (Picked unit) to TempDarkGroup
                custom script Destroy Dark Group
                 set dark group = Units in 800 range of DarkCaster matching condition Matching Unit not in Temp dark group equal to true.
        Wait 1.00 seconds
        Custom script:   call RemoveLocation(udg_DarkCaster)
        Trigger - Turn off (This trigger)
i hand wrote some of these myself so they may not be perfect
but my idea was that once they are banished, you add them to another unit group, and it they're in that unit group, tehey can't be set as dark group
this way you can destroy leaks
 
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