Modifying dodgeball triggers -Help please-

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I'm learning through the dodgeball triggers (which i find very cool) and tried to implement some different ideas.
Like: let's forget about having to grab a ball.
Just click "throw ball" and have the ball thrown...or get away from the whole "picking up balls" thing.
Does anyone have a trigger (or the ability to make a trigger) that just moves an object at the direction the "throw" ability is pointed in?
I'm extremely eager to gain this knowledge.
 
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ThrowBall
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Fire Paintball
Actions
Set BallsGrabbed[((Player number of (Triggering player)) - 1)] = False
Set PlayerGrabbing[((Player number of (Triggering player)) - 1)] = (Triggering unit)
Set PlayerHoldingBall[((Player number of (Triggering player)) - 1)] = False
Unit - Replace Balls[((Player number of (Triggering player)) - 1)] with a Thrown Ball using The old unit's relative life and mana
Unit - Move (Last replaced unit) instantly to ((Position of (Triggering unit)) offset by 15.00 towards (Angle from (Position of (Triggering unit)) to ThrowTargets[((Player number of (Triggering player)) - 1)]) degrees), facing ThrowTargets[((Player number of (Triggering player)) - 1)]
Unit - Set the custom value of (Last replaced unit) to 1000
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Set the custom value of (Last replaced unit) to ((Custom value of (Last replaced unit)) + 1)
Else - Actions
Set ThrownBalls[nThrownBalls] = (Last replaced unit)
Set ThrownBallAngles[nThrownBalls] = (Angle from (Position of (Triggering unit)) to ThrowTargets[((Player number of (Triggering player)) - 1)])
Set nThrownBalls = (nThrownBalls + 1)
********************************************************


********************************************************
ThrowBall
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Throw Ball
Actions
Set BallsGrabbed[((Player number of (Triggering player)) - 1)] = False
Set PlayerGrabbing[((Player number of (Triggering player)) - 1)] = (Triggering unit)
Set PlayerHoldingBall[((Player number of (Triggering player)) - 1)] = False
Unit - Replace Balls[((Player number of (Triggering player)) - 1)] with a Thrown Ball using The old unit's relative life and mana
Unit - Move (Last replaced unit) instantly to ((Position of (Triggering unit)) offset by 15.00 towards (Angle from (Position of (Triggering unit)) to ThrowTargets[((Player number of (Triggering player)) - 1)]) degrees), facing ThrowTargets[((Player number of (Triggering player)) - 1)]
Unit - Set the custom value of (Last replaced unit) to 1000
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Set the custom value of (Last replaced unit) to ((Custom value of (Last replaced unit)) + 1)
Else - Actions
Set ThrownBalls[nThrownBalls] = (Last replaced unit)
Set ThrownBallAngles[nThrownBalls] = (Angle from (Position of (Triggering unit)) to ThrowTargets[((Player number of (Triggering player)) - 1)])
Set nThrownBalls = (nThrownBalls + 1)
********************************************************
... :confused: .... i want to do away with replacing the ball. just (player cast abillity) --> (ball moved in direction thrown) --> (comes within 80 of a player, then kill player) or (enters region blah, then kill thrown ball).
i know i should just start fresh but it would be a major effort for something that probably won't work. i'm not really comfortable with this formatted, selection-based programming language thing...help?
 
? is there any idea on how to stop a projectile? like a barrier sort of deal, where the projectile (just a regular ranged attack projectile) will stop if it hits an object?
 
Well, I've never tried anything like this before. This trigger will shoot a ball when the player casts the Throw Ball ability: (i hope)

You would need an ability called Throw Ball that targets a point, and a unit called Ball.
Code:
Throw Ball
    Events
        Unit - A unit Finishes casting an ability
    Conditions
        (Ability being cast) Equal to Throw Ball
    Actions
        Unit - Create 1 Ball for Player 1 (Red) at (Position of (Casting unit)) facing Default building facing degrees
        For each (Integer A) from 1 to 30, do (Actions)
            Loop - Actions
                Unit - Move (Last created unit) instantly to ((Position of (Casting unit)) offset by 15.00 towards (Angle from (Position of (Casting unit)) to (Target point of ability being cast)) degrees)
                Unit Group - Pick every unit in (Units within 150.00 of (Position of (Last created unit))) and do (Actions)
                    Loop - Actions
                        Unit - Kill (Picked unit)
                Wait 0.10 seconds
 
Dodgeball!

Quote:
Throw Ball
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Throw Ball
Actions
Unit - Create 1 Ball for Player 1 (Red) at (Position of (Casting unit)) facing Default building facing degrees
For each (Integer A) from 1 to 30, do (Actions)
Loop - Actions
Unit - Move (Last created unit) instantly to ((Position of (Casting unit)) offset by 15.00 towards (Angle from (Position of (Casting unit)) to (Target point of ability being cast)) degrees)
Unit Group - Pick every unit in (Units within 150.00 of (Position of (Last created unit))) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Wait 0.10 seconds
End Quote

Are you saying to put a wait in a loop? :confused:

:banghead: If so.. you can't just put a wait in a loop!
If you wanna know ask vex.. he knows..

:nuts: i forgot right now why, but i think it is because then the loop just doesn't work..

Also, that trigger would work.. but the loop action and its contents wouldn't with that wait.. and well without the loop actions inside.. all that does is create a unit.


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As to the post above with two triggers named Throw Ball:

Well, first off.. your using set custom value on a unit for no reason that i can see from those triggers..

Method 1: (All triggers)
This is how i would do a dodgeball trigger:
Ball is an variable of a unit with an array of 12.
Note-Unit must have locust to be unselectable.
DodgeBall On! is intially not on, but is still enabled.
Throw Ball
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Throw Ball
Actions
Unit - Create 1 Ball for (Triggering Player) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order Unit to Move (Last created unit) to ((Position of (Casting unit)) offset by 10000 towards (Angle from (Position of (Casting unit)) to (Target point of ability being cast)) degrees)
set custom value of last created unit = 10
set variable unit Ball [Player Number] = last created unit
Turn On Trigger (DodgeBall On!)

DodgeBall On!
Events
Every 5 game-time seconds..
Conditions
Actions
Unit Group - Pick every unit in (Units within 50.00 of (Position of (Ball))) and do (Actions)
Loop - Actions
Unit - Kill (Picked Unit)

Unit - Kill (Ball)

Custom Script - Set udg_Ball [GetConvertedPlayerId(GetTriggerPlayer)]= null
//(Removes some leaks, but it is somewhat hard to do with an array)

Trigger Turn Off- (this trigger)

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Method 2: (With Immolition)
There are these triggers or the immolition method:
Instead of the pick every unit in range of unit actions..
Infact i recommend using immolition
You can even make it effect self! Making the ball basically have a limited throwing range and with immolition you don't have to use the DodgeBall On! trigger or those variables, but the dodgeball unit would have to be able to move at good speed...(I think 522 is max..) Also limit the range of imolition to a very small amount and change the collision sizeof the ball to 0 and change pathing to none.. Change immolition damaging duration to something small..


-------------------------------------------------------------------------
For catching with immolition:
-Note: You should probably disable the Throw Ball abillity when either of these methods are on just to balance the game.. Disable it with triggers and you can also use the catching/throw triggers as well..

-------------------------------------------------------------------------
Method 1: Defend
You can make an abillity based off of defend because it slows the casters movement speed, and will also make throwing the ball harder.. (Note: Defend has the abillity to reduce all damage, although i am not sure how it works on spells..) And you could make a trigger that just easily makes the throwing units regeneration of health way too much for him to die.. This all depends on the life of the throwing units though..

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Method 2: Mana Shield
Use mana shield and give the thrower max mana... that way if he gets hurt, it just damages his mana...




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Only able to throw when a unit has a ball.. (Ok, make the Throw Abillity require a unit)
Now make a trigger that is like so:
Catch
Event:
A unit starts the effect of an abillity
Condition:
Abillity-Abillity casted is equal to (Catch Abillity Name)
Action:
Turn Trigger On (Catch On)


Catch2
Event:
A unit stops the effect of an abillity
Condition:
Abillity-Abillity casted is equal to (Catch Abillity Name)
Action:
Turn Trigger Off (Catch On)


Catch On is intially not on, but is still enabled.
Catch On
Event:
Every 5 game-time seconds
Condition:
Action:
Pick every unit within 100 range of (Catcher)
loop actions:
If (picked unit) has custom value of 10
Then
Create one REQUIRED UNIT FOR THROW BALL SPELL at (SOMEWHERE OFF THE MAP) FACING 270

-------------------------------------------------------------------------
Blockers for DodgeBall:

Want to make the dodgeball explode when it comes in contact with something? Then apply an immolition to it and have on the dodgeball a special classification like mechanical and have the immolition only effect mechanical units! You can even do this for the ball, and therefore have missile collisions! And you can even add this to a thrower and lower the range you have to be within and it will explode the ball..

-------------------------------------------------------------------------
Making Lives:
Change immolition damage and change the unit's life to suite how many times a unit can get hit without dying.. And for a revive trigger you could do something like:
You need to make the throwers heros in this, and you need to make a Hero_revives trigger with an array of 12.
Revive
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Hero_revives [TriggeringPlayerNumber]Less than 10
((Triggering unit) is A Hero) Equal to True
Actions
Set Hero_revives[TriggeringPlayerNumber] = (Hero_revives[TriggeringPlayerNumber] + 1)
Wait (Time until reviving)
Hero - Instantly revive (Dying unit) at (Position of Base 0011 <gen>), Show revival graphics
Make Dying Unit invulnerable (Prevent instant kill for 5 seconds)
wait (5 seconds)
Make Dying Unit vulnerable (Makes him a target again!)
Game - Display to Player Group - Triggering Player for 10.00 seconds the text: ("You have been killed, you have used" + "((String((Hero_revives[TriggeringPlayerNumber]))))" + "((String((Player number of (Triggering player)))) + String((10 - (Hero_revives[TriggeringPlayerNumber]))).

------------------------------------------------------------------------
Making DodgeBall Speeds of the Balls Vary
First, create abillities based off of the item boots of speed and convert it to not be an item abillity.. then.. apply the abillity as shown in trigger:
Event:
A unit enters triggering map area
Condition:
Unit is equal to unit of type BALL UNIT TYPE
Actions:
set integer I = Random Number between 1-(How many speed variations)
If integer I is equal to 1 then add item boots of speed abillity 1.
If integer I is equal to 2 then add item boots of speed abillity 2.
If integer I is equal to 3 then add item boots of speed abillity 3.
etc. //Depends on the amount of speed variations you want..
 
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