Single target to AoE

Laiev

Hey Listen!!
Reaction score
188
np and sorry for don't full fix it D:

And don't forget to fix that RemoveLocation :)
 

Moridin

Snow Leopard
Reaction score
144
Looked through the triggers. Could you please do the following:
1) Post the latest trigger in the first post. (Not sure if you've done this already)
2) Put "Game - Display (Text message)" messages different places in your trigger. Show us the trigger with the text messages and tell us what displays when you test the map out.
 

NoobImbaPro

You can change this now in User CP.
Reaction score
60
From how much I understood
You need something like this...
Trigger:
  • Actions
    • [...]
      • Set AngleS = (Angle from (Caster_Point) to (Target Point)
    • [...]
      • Set Rad[1] = ((AngleS) - 40 degrees)
      • Set Rad[2] = ((AngleS) -30 degrees)
      • Set Rad[3] = ((AngleS) - 20 degrees)
      • Set Rad[4] = ((AngleS) - 10 degrees)
      • Set Rad[5] = (AngleS degrees)
      • Set Rad[6] = ((AngleS) + 10 degrees)
      • Set Rad[7] = ((AngleS) + 20 degrees)
      • Set Rad[8] = ((AngleS) + 30 degrees)
      • Set Rad[9] = ((AngleS) + 40 degrees)
    • [...]
    • For each (Integer A) from 1 to 9 do actions
      • Loop
        • Create 1 "Dummy" for...blablabla...with Rad[(Integer A)]
        • Set TmpPoint = (Position of (last Created Unit)
        • Move (last created Unit) to Tmp Point (To avoid dummy wrong placing)
    • [...]

OFC it's not MUI but I think you can make it :p
And then Make a sliding effect to the "dummies", every 0.3 sec move them and pick a unit group around them during the slide, add the units in a unit group make an if then else and damage them (so the target won't take 3-10 time s the damage they had to take).
 

Crusher

You can change this now in User CP.
Reaction score
121
Da latest trigger:

Trigger:
  • Cultist Massacre 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Cultist Massacre
          • (Ability being cast) Equal to Cultist Massacre (Upgrade 1)
          • (Ability being cast) Equal to Cultist Massacre (Upgrade 2)
    • Actions
      • Set TempUnit = (Triggering unit)
      • Set TempInt = (Level of (Ability being cast) for TempUnit)
      • Set TempInt2 = (Level of Legendary Mind2 for TempUnit)
      • -------- base damage --------
      • Set TempReal = (50.00 + (Real((35 x TempInt))))
      • -------- damage per combo point --------
      • Set TempReal2 = (20.00 + (Real((5 x TempInt))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TempInt2 Greater than 0
        • Then - Actions
          • -------- damage per combo point BONUS from the Legendary Mind --------
          • Set TempReal2 = (TempReal2 + (10.00 + (Real((10 x TempInt2)))))
        • Else - Actions
      • -------- damage dealt --------
      • Set TempReal = (TempReal + (TempReal2 x (Real(ComboCount))))
      • Set ComboText = (|c00FF0303 + (+ + ((String((Integer(TempReal)))) + !|r)))
      • Floating Text - Create floating text that reads ComboText above TempUnit with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
      • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
      • Set TempForce = (All enemies of (Owner of TempUnit))
      • Floating Text - Hide (Last created floating text) for TempForce
      • Custom script: call DestroyForce( udg_TempForce )
      • Set ComboCount = 0
      • Set TargetPoint = (Position of (Target unit of ability being cast))
      • Set TempGroup = (Units within 1000.00 of TargetPoint 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 (Triggering unit))) Equal to True))))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause TempUnit to damage (Picked unit), dealing TempReal damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation (udg_TargetPoint)
      • Custom script: call DestroyGroup (udg_TempGroup)
 

Crusher

You can change this now in User CP.
Reaction score
121
From how much I understood
You need something like this...
Trigger:
  • Actions
    • [...]
      • Set AngleS = (Angle from (Caster_Point) to (Target Point)
    • [...]
      • Set Rad[1] = ((AngleS) - 40 degrees)
      • Set Rad[2] = ((AngleS) -30 degrees)
      • Set Rad[3] = ((AngleS) - 20 degrees)
      • Set Rad[4] = ((AngleS) - 10 degrees)
      • Set Rad[5] = (AngleS degrees)
      • Set Rad[6] = ((AngleS) + 10 degrees)
      • Set Rad[7] = ((AngleS) + 20 degrees)
      • Set Rad[8] = ((AngleS) + 30 degrees)
      • Set Rad[9] = ((AngleS) + 40 degrees)
    • [...]
    • For each (Integer A) from 1 to 9 do actions
      • Loop
        • Create 1 "Dummy" for...blablabla...with Rad[(Integer A)]
        • Set TmpPoint = (Position of (last Created Unit)
        • Move (last created Unit) to Tmp Point (To avoid dummy wrong placing)
    • [...]

OFC it's not MUI but I think you can make it :p
And then Make a sliding effect to the "dummies", every 0.3 sec move them and pick a unit group around them during the slide, add the units in a unit group make an if then else and damage them (so the target won't take 3-10 time s the damage they had to take).

Err, actually, I don't know how.

=)

Also, bump!
 

duderock101

Check out my 2 Player Co-op RPG!
Reaction score
71
Dunno, but if the trigger looks alright then perhaps the Ability is hardcoded into the game or something so it won't be picked up :) just guessing
 

millz-

New Member
Reaction score
25
If you know JASS, try messing around with a trigger I made to destroy trees with Breath of Fire (idea by Holla.). Link
 

millz-

New Member
Reaction score
25
Now, I really liked how the 3 innocent victims behind look. But your way of damaging an "arc" could really take up loads of processing I think? Every 0.03 set a unit group of units around a dummy up to 5 or even more dummies and you had to check if they did not already took damage before damaging it. Craziness, but great looking victims! :p
 

NoobImbaPro

You can change this now in User CP.
Reaction score
60
Not crazy at all!
The execution doesn't lag .(example: DotA--> Razor 1st Skill)
 

Crusher

You can change this now in User CP.
Reaction score
121
what you don't understand??
Here is what I mean

Well, your codding isn't MUI, and I don't know how to convert it. And yes, your picture is full of win. That's the exact picture I want to show for you guys, for easier understanding.

=)
 

NoobImbaPro

You can change this now in User CP.
Reaction score
60
From how much I understood
You need something like this...
Trigger:
  • Actions
    • [...]
      • Set AngleS = (Angle from (Caster_Point) to (Target Point)
    • [...]
      • Set Rad[1] = ((AngleS) - 40 degrees)
      • Set Rad[2] = ((AngleS) -30 degrees)
      • Set Rad[3] = ((AngleS) - 20 degrees)
      • Set Rad[4] = ((AngleS) - 10 degrees)
      • Set Rad[5] = (AngleS degrees)
      • Set Rad[6] = ((AngleS) + 10 degrees)
      • Set Rad[7] = ((AngleS) + 20 degrees)
      • Set Rad[8] = ((AngleS) + 30 degrees)
      • Set Rad[9] = ((AngleS) + 40 degrees)
    • [...]
    • For each (Integer A) from 1 to 9 do actions
      • Loop
        • Create 1 "Dummy" for...blablabla...with Rad[(Integer A)]
        • Set TmpPoint = (Position of (last Created Unit)
        • Move (last created Unit) to Tmp Point (To avoid dummy wrong placing)
    • [...]

OFC it's not MUI but I think you can make it :p
And then Make a sliding effect to the "dummies", every 0.3 sec move them and pick a unit group around them during the slide, add the units in a unit group make an if then else and damage them (so the target won't take 3-10 time s the damage they had to take).

These are the values displayed


EDIT:I give you the map .Its not MUI (it would take me 30 more minutes to make it:eek:)
and I want to sleep now.....:D
 
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