Problem with triggering the "Explosive Sheep" spell

Moon_Raven

New Member
Reaction score
8
Hello, the spell should do the following:
The caster targets an enemy unit, then a sheep spawns at the caster and starts running towards the enemy unit and when in 150 range the sheep explodes dealing damage to the target unit and half damage to nearby units. Now I thought of making a trigger like this:
Trigger:
  • Explosive Sheep
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Explosive Sheep
    • Actions
      • Unit - Create 1 Explosive Sheep for Player 1 (Red) at (Position of (Triggering unit)) facing (Angle from (Position of (Triggering unit)) to (Position of (Target unit of ability being cast))) degrees
      • Unit - Order (Last created unit) to Right-Click (Target unit of ability being cast)
      • Set Explosive_Sheep = (Last created unit)
      • Set Explosive_Sheep_Target = (Target unit of ability being cast)

And another trigger wich fires when a unit comes in range of Explosive_Sheep and condition Triggering unit equal to Explosive_Sheep_Target, but that doesn't seem to be possible, I just don't understand why. So how to make it?
 

Kenoriga

Ultra Cool Member
Reaction score
34
I believe you can't use
Trigger:
  • Unit - A unit comes within 256.00 of Explosive_Sheep

as it will only register for the unit that is currently referenced in the variable Explosive_Sheep.

Try adding
Trigger:
  • Trigger - Add to Another Trigger <gen> the event (Unit - A unit comes within 150.00 of Explosive_Sheep)

after you set Explosive_Sheep to be the last created unit.
 

Moon_Raven

New Member
Reaction score
8
It doesn't work -.-
Trigger:
  • Explosive Sheep
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Explosive Sheep
    • Actions
      • Unit - Create 1 Explosive Sheep for Player 1 (Red) at (Position of (Triggering unit)) facing (Angle from (Position of (Triggering unit)) to (Position of (Target unit of ability being cast))) degrees
      • Unit - Order (Last created unit) to Right-Click (Target unit of ability being cast)
      • Set Explosive_Sheep = (Last created unit)
      • Set Explosive_Sheep_Target = (Target unit of ability being cast)
      • Trigger - Add to Explosive Sheep EXPLODE <gen> the event (Unit - A unit comes within 200.00 of Explosive_Sheep_Target)

Trigger:
  • Explosive Sheep Move order
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Unit - Order Explosive_Sheep to Move To (Position of Explosive_Sheep_Target)

Trigger:
  • Explosive Sheep EXPLODE
    • Events
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Explosive Sheep
    • Actions
      • Unit - Kill Explosive_Sheep_Target
      • Unit - Kill Explosive_Sheep

Simply they don't get killed, the sheep just follows the target unit aound forever.
 

Marcel

New Member
Reaction score
12
Kaboom

Why not simple use "Kaboom!" Spell and give it sheep. Then order it to use "Kaboom!" to target.
 

XeNiM666

I lurk for pizza
Reaction score
138
Remove the (Unit of Type Exploding Sheep ) condition in the Exploding Sheep EXPLODE trigger
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
here I made a quick trigger
Trigger:
  • trigger1
    • events
      • unit - unit starts the effect of an ability
    • conditions
      • ability being cast equal to explosive sheep
    • actions
      • if then else
        • if MUIcounter less than 1000
          • then
            • set MUIcounter = MUIcounter + 1
          • else
            • set MUIcounter = 0
      • set Caster = triggering unit
      • set CastPos = position of Caster
      • set Target[MUIcounter] = target unit of ability being cast
      • unit - create 1 sheep at CastPos for owner of Caster....
      • set Sheep[MUIcounter] = last created unit
      • unit - order Sheep[MUIcounter] to attack Target[MUIcounter]
      • unit - set the custom value of Sheep[MUIcounter] to MUIcounter
      • unit group - add Sheep[MUIcounter] to SheepGroup
      • call RemoveLocation(udg_CastPos)


Trigger:
  • trigger2
    • events
      • every 0.03 seconds of game-time
    • conditions
      • if number of units in SheepGroup greater than 0
    • actions
      • unit group - pick every unit in SheepGroup and do actions
        • loop
          • set SheepValue = custom value of picked unit
          • set SheepPos = position of Sheep[SheepValue]
          • set TargetPos = position of Target[SheepValue]
          • if then else
            • if distance between SheepPos and TargetPos less than 150
              • then
                • set Dmg = [desired damage]
                • unit - cause Sheep[SheepValue] to damage Target[SheepValue] by Dmg damage of attack type...
                • set Dmg = Dmg x 0.50
                • set ExplosionGroup = units within 150 of SheepPos matching (matching unit belongs to an enemy of owner of picked unit and matching unit is alive equal to true)
                • unit group - pick every unit in ExplosionGroup and do actions
                  • loop
                    • unit - cause Sheep[SheepValue] to damage picked unit dealing Dmg damage of type...
                • unit - add a 0.03 second water elemental expiration timer to Sheep[SheepValue]
                • unit - make Sheep[SheepValue] explode on death
                • unit group - remove Sheep[SheepValue] from SheepGroup
                • call DestroyGroup(udg_ExplosionGroup)
          • call RemoveLocation(udg_TargetPos)
          • call RemoveLocation(udg_SheepPos)


ofc you can add some explosion effects
 
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