MUI help

Flow

New Member
Reaction score
4
Making an MUI spell and I need some help with destroying a lightning effect after 10 seconds without ruining the MUI. Here are the triggers:

Code:
eat tree cast
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Eat Tree
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                CustomValue Less than 10
            Then - Actions
                Set CustomValue = (CustomValue + 1)
            Else - Actions
                Set CustomValue = 1
        Set Tango_Point[CustomValue] = (Position of (Triggering unit))
        Set Tango_Point2[CustomValue] = (Target point of ability being cast)
        Lightning - Create a Drain Life lightning effect from source Tango_Point[CustomValue] to target Tango_Point2[CustomValue]
        Set Tango_Effect[CustomValue] = (Last created lightning effect)
        Unit - Create 1 CL_Dummy for (Owner of (Triggering unit)) at Tango_Point[CustomValue] facing Default building facing degrees
        Unit Group - Add (Last created unit) to DummyGroup
        Unit - Add a 20.00 second Generic expiration timer to (Last created unit)
        Unit - Add Cripple to (Last created unit)
        Unit - Order (Last created unit) to Undead Necromancer - Cripple (Triggering unit)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Tango_Point2[CustomValue] is blighted) Equal to True
            Then - Actions
                Lightning - Change color of Tango_Effect[CustomValue] to (0.00 0.00 0.00) with 1.00 alpha
            Else - Actions
                Do nothing
        Custom script:   call RemoveLocation(udg_Tango_Point[udg_CustomValue])
        Custom script:   call RemoveLocation(udg_Tango_Point2[udg_CustomValue])

Code:
drain periodic
    Events
        Time - Every 1.00 seconds of game time
    Conditions
        (DummyGroup is empty) Equal to False
    Actions
        Set Tango_Group = (Units in (Playable map area) matching (((Matching unit) has buff Tree Siphon ) Equal to True))
        Unit Group - Pick every unit in Tango_Group and do (Unit - Set life of (Picked unit) to (((Life of (Picked unit)) + 15.00) + 1.00))
        Custom script:   call DestroyGroup(udg_Tango_Group)



It's all working, but I can't think of a MUI way to destroy the lightning effect after 10 seconds (I'm new to making MUI abilities). Any ideas?

In case you're wondering, the cripple ability adds the Tree Siphon buff and nothing else :p

Thanks,
Flow
 

Pharaoh_

The epic journey will soon begin... Prepare!
Reaction score
136
Find me why that trigger you wrote can't be considered as GUI.
 
D

DreadNaught

Guest
i thought mui in gui is impossible?
and if your using variables just make it an array and use player number triggering player for the index no?
---off topic---
not first post just other accs banned :)
 

Flow

New Member
Reaction score
4
i thought mui in gui is impossible?
and if your using variables just make it an array and use player number triggering player for the index no?
---off topic---
not first post just other accs banned :)

It's not impossible. Not sure how your suggestion would be accomplished, could you elaborate?


Pharaoh_ said:
So, why Timer can be applied, dear?

You tell me how I would use a timer and keep the ability MUI.
 

Flare

Stops copies me!
Reaction score
662
Hmmm, take a look at the third and fourth sections of my tutorial, that should be able to point you in the right direction (basically, you need a variable array that'll count the elapsed duration, then you can just compare that elapsed duration to your intended duration which would be 10 sec(?), then destroy the lightning) - you'll need an expanded Pick every unit... though i.e.

Code:
Pick every unit in MUIGroup and do [b]multiple[/b] actions:
  Set TempInt = Custom Value of (Picked Unit)
  Set Counter[TempInt] = Counter[TempInt] + (periodic trigger interval)
  If Counter[TempInt] >= IntendedDuration
    Set Counter[TempInt] = 0
    Destroy Lightning[TempInt]
    Kill (Picked Unit)
    Remove (Picked Unit) from MUIGroup
  Else
    -
  (End of if)
(single-line UG loop just won't work)

Just a rough guideline as to what you could do

DreadNaught said:
i thought mui in gui is impossible?
It's not impossible, it's just very awkward :p

Flow said:
Not sure how your suggestion would be accomplished, could you elaborate?
The method DreadNaught is talking about will only allow for MPI (which, if you didn't know, means that all players are able to cast the ability, but only one unit for each player is capable of casting at a time) - generally, that's sufficient if the ability is hero-based since the player is probably only going to have one hero anyway. If it's unit-based, it's probably not going to be enough. Result would be like...
Code:
Set Caster[Player number of (Owner of (Triggering Unit))] = Triggering Unit
Set Target[Player number of (Owner of (Triggering Unit))] = Target Unit of Ability Being Cast
Set Active[Player number of (Owner of (Triggering Unit))] = True

... now for the second trigger

Pick every player in (All players) and do multiple actions:
  Set TempInt = Player number of (Owner of (Triggering Unit))
  If Active[TempInt] = True
    Do some stuff with Caster and Target
    If (condition required for spell to end) = True
      Set Active[TempInt] = False
      ---And any other things that should occur when the instance ends, such as clearing any leaks, etc.---
    Else
    
    (End of if)
  Else

  (End of if)
 

minikrampan

Ultra Cool Member
Reaction score
28
Timers can be made with integers in your periodic event:
Your event ticks every 1 second
so set int = int + 1

if int = 10
then do stuff
 

minikrampan

Ultra Cool Member
Reaction score
28
Yeah ofcourse but this was for his trigger that has a periodic on 1 second so an integer would work fine in this matter.
 
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