Shoot Around Frozen Orb Per 0.10 Second

tanchunhung

New Member
Reaction score
2
I only know how to make One time shoot around him,Just many leak when i do this


This is a Easy,Many leak and lag
Trigger:
  • EG
    • Event
      • Unit - A unit Start the effect of an ability
    • Condition
      • (Ability being cast) Equal to Frozen Orb
    • Actions
      • Set FZ_Caster = (Casting unit)
      • Unit - Create 1 Frozen Orb Dummy For (Owner of (Triggering Unit) at Position of (Triggering Unit) facing Default building degress
      • Set FZ_Dummy = (Last Created Unit)
      • Trigger - Turn on Frost Arrow<gen>
      • Wait 6 Seconds
      • Trigger - Turn off Frost Arrow<gen>

Ok
I wan The Frost arrow will shoot around the Frozen Orb Per 0.10 second can?

if wan watch movie,the first of the Frozen Orb is on http://www.youtube.com/watch?v=TtJDT1A_e64
 

hopy

Active Member
Reaction score
64
That's some REALY hard to trigger stuff mon. :p
Alright, I made something. I have no idea if it'll work or not, for I have not tested it yet.

What it's supposed to do:
Trigger 1:
- Sets Point2 as the place you casted your ability at.
- Sets Intreger 0.
- It creates a Frozen Orb.
- Sets Unit the Orb.
- Turns on the periodic trigger.
Trigger 2:
- Sets Intreger +1.
- Moves the Orb a bit closer to the targeted point.
- Creates a Dummy Unit.
- Makes the Dummy Unit cast Frost Bolt [Dummy].
- If the Frozen Orb is close to the final point it will be destroyed and turn off the periodic trigger.

Trigger:
  • Frost Orb Start
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Frost Orb
    • Actions
      • Set Point = (Position of (Triggering unit))
      • Set Point2 = (Target point of ability being cast)
      • Set Intreger = 0
      • Unit - Create 1 Frost Orb for (Owner of (Triggering unit)) at Point facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_Point)
      • Set Unit = (Last created unit)
      • Trigger - Turn on Frost Orb Periodic <gen>


Trigger:
  • Frost Orb Periodic
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set Intreger = (Intreger + 1)
      • Set Point = (Position of Unit)
      • Set Point3 = (Point2 offset by ((Distance between Point and Point2) - 12.00) towards (Angle from Point2 to Point) degrees)
      • Unit - Move Unit instantly to Point3
      • Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at Point3 facing Default building facing degrees
      • Unit - Add Frost Bolt [Dummy] to (Last created unit)
      • Custom script: call RemoveLocation (udg_Point)
      • Set Point = (Point3 offset by 50.00 towards (36.00 x (Real(Intreger))) degrees)
      • Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave Point
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation (udg_Point)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Distance between Point2 and Point3) Less than or equal to 11.00
        • Then - Actions
          • Unit - Remove Unit from the game
          • Custom script: call RemoveLocation (udg_Point2)
          • Trigger - Turn off (This trigger)
        • Else - Actions
      • Custom script: call RemoveLocation (udg_Point3)


Abilities:
- Frost Orb is the hero ability, based on any ability that has a point for a target (Shockwave, Flame Strike, Channel), I think Shockwave or Channel would be the best.
- Frost Bolt [Dummy] is a dummy ability based on Shockwave, just with a Frost Bolt animation.

Variables:
- Point is a Point variable (deuh), used for: Position of the caster, Position of the Orb, and a target location for Frost Orb [Dummy].
- Point2 is a Point variable, used for the Final area of the ability.
- Intreger is an intreger variable, used for angles and distances that change in the periodic trigger.
- Unit is a unit variable for the Frozen Orb.
- Point3 is a point variable used for the point the Orb has to move to every 0.1 seconds.

Other:
- (Point2 offset by ((Distance between Point and Point2) - 12.00) towards (Angle from Point2 to Point) degrees) may sound confusing, but it saved me from having to make another point variable (Point4?)... Yay for lazyness.
- If you want less frost bolts (lag? spam? overpowered?) just decrease the periodic timer (Every 0.10 seconds of game time), but increase the amount of distance traveled (Point2: blahblah -12) and the distance check (If: blahblah Less than or Equal to 11.00).
- If you want to decrease the movement speed decrease the amount of distance traveled (Point2: blahblah -12) and the distance check (If: blahblah Less than or Equal to 11.00).

It's not 100% the same as in the video; in the video the Frozen Orb is controlable and in my trigger it's a Dummy unit with locust that moves to a point and fires off Frozen Orbs. Also, I think the Frozen Orb pushes mobs back in the video, let me know if you want anything like this as well and I will change it.

Not MUI by the way.

(By the way: I've also replied to your other threat, called Flame, with some awnsers to the questions you asked there).
 

tanchunhung

New Member
Reaction score
2
I need Like video

If shockwave,that easy,if using Unit move?how??? That is very hard???I think that very hard,I'm not supportable in this Unit Move,Variable,Unit Move and other.



Gui and Mui what diffient?
I'm a normal editor,Im a student,im always do something bad skills.
 

hopy

Active Member
Reaction score
64
If shockwave,that easy,if using Unit move?how??? That is very hard???
Only the Base spell is based on Shockwave and the small arrows are based on shockwave. If you want the orb to be controleable let me know, I think I have a way of doing this. However the above trigger should work fine as well, the only difference is that the orb isn't controlable and will only move in a straight line until it hits its target.

I think that very hard,I'm not supportable in this Unit Move,Variable,Unit Move and other.
I don't know what you mean by this, sorry. I have trouble reading your engish; usualy I can understand it but sometimes I haven't got a clue. My apologies for this.

====Edit====
Well, a controlable Orb isn't that much harder actualy, but I would have to create a whole new trigger, while for a straight line Orb I could just copie one of my own triggers and edit it a bit. :p Hurray for lazyness.
What you'd have to do for a controlable orb:
- Add an Expiration timer to the orb.
- Check it's position every time the Orb everytime the periodic trigger runs.
====/Edit====


Gui and Mui what diffient?

GUI = Graphical user interface. GUI is a type of user interface that allows users to interact with programs in more ways than typing. So basically it is more user friendly than a programming language.

MUI = Multi Unit Instanceability. It means that a multitude of units can cast the spell at the same time with no global variables overlapping and no bugs.

MPI = Multi Player Instanceability. It means that at least one unit from each player can cast a spell with no global overlapping and no bugs.
They are quite opposite. All that is MUI is MPI, but all that is MPI is not MUI.

You have:
GUI and Jazz.
Jazz is the triggers language and you basicly just type/program the whole function and stuff. It looks a bit like:
function IsNumeric takes string str returns boolean
local integer i = 0
local string s
loop
set s = SubString(str, i, i + 8)
exitwhen s == ""
if I2S(S2I(s)) != s then
return false
endif
set i = i + 8
endloop
return true
endfunction
(Copied from Advanced Strings by Darthfett, not made by me).

GUI is a simple version that Blizzard made that's easy to use so everyone can create a map. GUI is what you're using for your triggers; with the little menu's and drop bars.

MUI is something different, it just means if it's posible to cast a spell multiple times without bugging. For example:
Trigger:
  • Example
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Example
    • Actions
      • Set Point = (Position of (Triggering unit))
      • Wait 2.00 seconds
      • Unit - Create 1 Footman for (Owner of (Triggering unit)) at Point facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_Point)

Example:
You have: Hero 1 (Player1) and Hero 2 (Player 2), Hero 1 is a Blademaster and Hero 2 is the Blood mage. Both of them have the ability "Example".

Usualy if hero 1 would use "Example" he would get a Footman at the point he's standing on afther waiting 2 seconds. But if hero 2 would cast "Example" while the 2 seconds wait (The 2 seconds Hero 1 had to wait) is not finished yet, the Point variable would be changed and the Footman would be created at the Point of Hero 2 instead of Hero 1.

So if you would cast "Example" while someone else is casting "Example" it would bug, Point will be changed while Hero 1 is still waiting.

Mainly things that ain't MUI are things with waits and such. There are ways to fix this although I'm only going to give a small example usable in some maps like mine.
Trigger:
  • Example
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Example
    • Actions
      • Set Point[Player number of (Owner of (Triggering Unit)))] = (Position of (Triggering unit))
      • Wait 2.00 seconds
      • Unit - Create 1 Footman for (Owner of (Triggering unit)) at Point[Player number of (Owner of (Triggering Unit)))] facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_Point[Player number of (Owner of (Triggering Unit)))])

This would fix this. Both Hero 1 and Hero 2 would get their own Point in an array. Now if Player 1 would use "Example" his Footman would spawn at Point[1], and if Player 2 would use "Example" his Footman would spawn at Point[2].
This sollution however only works if every player has only 1 unit with this ability. If both Hero 1 and Hero 2 would be owned by player 1 both Footman would spawn at Point[1] so you'd need a different sollution.
For more information:
http://www.thehelper.net/forums/showthread.php?t=130608
http://www.thehelper.net/forums/showthread.php?t=130608


Let me know if you want to Frozen Orb in the above trigger be controlable. I'll see if I can create a trigger for that.

.
 

tanchunhung

New Member
Reaction score
2
My ideal is lower than you,right?

My ideal is lower than you,right?Im 11 years old,are you old than me?
 

hopy

Active Member
Reaction score
64
oi, im also a student. what'r u trying to say :/
My ideal is lower than you,right?Im 11 years old,are you old than me?

Bit off-topic?

@hopy
It's JASS (Just Another Scripting System) and not Jazz (Just Another Zee Zee?). xD

Someone actualy read all of it... Yea I know... kinda a fail, me and my friends used to call it Jazz for fun... I think it was clear enough though. :p

Had a bit of trouble thinking about stuff to say about JazzSS because I have no clue how it works actualy. xD I was planning on learning it but I'm not sure if I'll continue with my map or just finish it off fast, post it and forget it.

I had a look at your Dark Lady pack today, had a look at it, especialy that 4th ability and that damage system... but my face looked a bit like: :confused: 98% of the time... <,<
 

tanchunhung

New Member
Reaction score
2
11 years old

Im lazy to work,means I is a lazy student,my eng are worst,so at all eng thing i would hard to know...
 

Bogrim

y hello thar
Reaction score
154
There's some amazing posts in this thread, and I don't even see you trying to appreciate the time these guys have dedicated to help you. Try harder to learn how to trigger, post the triggers that aren't working and re-read the instructions given to you.
 
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