Spell - Deafening Blast Help

ImmortaL_GoD

New Member
Reaction score
4
Trigger:
  • DeafeningBlast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Deafening Blast
    • Actions
      • Set temp_point = (Position of (Casting unit))
      • Unit - Create 1 Dummy (projectile) for (Owner of (Casting unit)) at temp_point facing (Facing of (Casting unit)) degrees
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • Set unitDummyProjectile = (Last created unit)
      • Set pointAbilityTarget = (Target point of ability being cast)
      • Set unitCaster = (Casting unit)
      • Unit - Order unitDummyProjectile to move pointAbilityTarget
      • Trigger - Turn on DeafeningBlastP <gen>
      • Custom script: call RemoveLocation (udg_temp_point)
    • DeafeningBlastP
      • Events
        • Time - Every 0.03 seconds of game time
      • Conditions
      • Actions
        • Set tempDamage = (5 + (80 x (Level of Deafening Blast for unitCaster)))
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Or - Any (Conditions) are true
              • Conditions
                • (Integer((Distance between pointAbilityTarget and (Position of unitDummyProjectile)))) Less than 15
                • (Integer((Distance between (Position of unitCaster) and (Position of unitDummyProjectile)))) Greater than 600
          • Then - Actions
            • Trigger - Turn off DeafeningBlastP <gen>
            • Unit - Remove unitDummyProjectile from the game
            • Skip remaining actions
          • Else - Actions
            • Do nothing
        • Unit - Move unitDummyProjectile instantly to ((Position of unitDummyProjectile) offset by 15.00 towards (Facing of unitDummyProjectile) degrees)
        • Set temp_group = (Units within 150.00 of (Position of unitDummyProjectile))
        • Unit Group - Pick every unit in temp_group and do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • ((Owner of (Picked unit)) is an enemy of (Owner of unitDummyProjectile)) Equal to True
              • Then - Actions
                • Set temp_point = (Position of (Picked unit))
                • Unit - Move (Picked unit) instantly to (temp_point offset by 15.00 towards (Facing of unitDummyProjectile) degrees)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • ((Picked unit) has buff Deafening Blast ) Equal to False
                  • Then - Actions
                    • Unit - Create 1 Dummy (silenceCaster) for (Owner of unitDummyProjectile) at temp_point facing Default building facing (270.0) degrees
                    • Set Blast = (Last created unit)
                    • Unit - Set level of Silence (Blast) for Blast to (Level of Deafening Blast for unitCaster)
                    • Unit - Order Blast to Neutral Dark Ranger - Silence temp_point
                    • Unit - Cause Blast to damage (Picked unit), dealing (Real(tempDamage)) damage of attack type Spells and damage type Normal
                    • Unit - Add a 1.00 second Generic expiration timer to Blast
                    • Custom script: call DestroyGroup (udg_temp_group)
                    • Custom script: call RemoveLocation (udg_temp_point)
                  • Else - Actions
                    • Do nothing
              • Else - Actions
                • Do nothing


Ok, the problem is in the damage being done with this ability (and I'm just making sure that it will properly level). The rest works fine, but for some reason the damage seemingly accumulates on the targets; just simply does dramatically more damage than it should, sometimes just one hitting all heroes. How can I properly apply or fix the damage with this? Any help would be appreciated, thanks.

-Credit to CokeMonkey11 for writing the ability.
 

Cokemonkey11

New Member
Reaction score
18
1: Are you sure deafening blast is the name of the buff that blast's silence spell gives?

2: Have you tried using triggers to force picked unit to receive the buff?

3: Have you tried using a unit group to bypass the ignorance of the conditional statement?
 

ImmortaL_GoD

New Member
Reaction score
4
1. Positive.

2. Yes.

3. Didn't completely understand this option, how exactly would it work? Meaning, how exactly would you apply the unit damaged to the unit groups, etc.
 

Cokemonkey11

New Member
Reaction score
18
(08:05:17 PM) Blake: my idea was to add the unit to a global unit group
(08:05:19 PM) ...: it takes a vast amount of damage, that's for sure
(08:05:33 PM) Blake: and replace said condition with one which requires units to not be in the group
(08:05:50 PM) Blake: result: unit is damaged once, then added to group
(08:05:55 PM) Blake: and when it loops again in .03 seconds
(08:06:00 PM) Blake: its in the group so it doesn't get damaged again
 

Cokemonkey11

New Member
Reaction score
18
He's asking you to change 85 to 3% of 85, but that won't work because this needs to damage once, not 85 damage per second.

Can you post the code that you tried using the unit group thing here?
 

XeNiM666

I lurk for pizza
Reaction score
138
1. why are you using integers? you dont like reals??? :D (nvm)
Use Cokemonkey11's solution..

When the unit has been damaged, add them to a group:
Trigger:
  • Unit - Cause Blast to damage (Picked unit), dealing (Real(tempDamage)) damage of attack type Spells and damage type Normal
    • Unit Group - Add (Picked unit) to Damaged

then set your condition from:
Trigger:
  • ((Picked unit) has buff Deafening Blast ) Equal to False

to:
Trigger:
  • ((Picked unit) is in Damaged) Equal to False
 

Cokemonkey11

New Member
Reaction score
18
1. why are you using integers? you dont like reals??? :D (nvm)
Use Cokemonkey11's solution..

When the unit has been damaged, add them to a group:
Trigger:
  • Unit - Cause Blast to damage (Picked unit), dealing (Real(tempDamage)) damage of attack type Spells and damage type Normal
    • Unit Group - Add (Picked unit) to Damaged

then set your condition from:
Trigger:
  • ((Picked unit) has buff Deafening Blast ) Equal to False

to:
Trigger:
  • ((Picked unit) is in Damaged) Equal to False

A unit can't have half a hit point ;)
 

ImmortaL_GoD

New Member
Reaction score
4
Trigger:
  • DeafeningBlastP
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set tempDamage = (5 + (80 x (Level of Deafening Blast for unitCaster)))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Integer((Distance between pointAbilityTarget and (Position of unitDummyProjectile)))) Less than 15
              • (Integer((Distance between (Position of unitCaster) and (Position of unitDummyProjectile)))) Greater than 600
        • Then - Actions
          • Trigger - Turn off DeafeningBlastP <gen>
          • Unit - Remove unitDummyProjectile from the game
          • Skip remaining actions
        • Else - Actions
          • Do nothing
      • Unit - Move unitDummyProjectile instantly to ((Position of unitDummyProjectile) offset by 15.00 towards (Facing of unitDummyProjectile) degrees)
      • Set temp_group = (Units within 150.00 of (Position of unitDummyProjectile))
      • Unit Group - Pick every unit in temp_group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Owner of (Picked unit)) is an enemy of (Owner of unitDummyProjectile)) Equal to True
            • Then - Actions
              • Set temp_point = (Position of (Picked unit))
              • Unit - Move (Picked unit) instantly to (temp_point offset by 15.00 towards (Facing of unitDummyProjectile) degrees)
              • Unit Group - Add (Picked unit) to tempBlasted
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is in tempBlasted) Equal to False
                • Then - Actions
                  • Unit - Create 1 Dummy (silenceCaster) for (Owner of unitDummyProjectile) at temp_point facing Default building facing (270.0) degrees
                  • Set Blast = (Last created unit)
                  • Unit - Set level of Silence (Blast) for Blast to (Level of Deafening Blast for unitCaster)
                  • Unit - Order Blast to Neutral Dark Ranger - Silence temp_point
                  • Unit - Cause Blast to damage (Picked unit), dealing (Real(tempDamage)) damage of attack type Spells and damage type Normal
                  • Unit - Add a 1.00 second Generic expiration timer to Blast
                  • Custom script: call DestroyGroup (udg_temp_group)
                  • Custom script: call RemoveLocation (udg_temp_point)
                • Else - Actions
                  • Do nothing
              • Custom script: call DestroyGroup (udg_tempBlasted)
            • Else - Actions
              • Do nothing


I also tried moving it to where/how XeNiM suggested, still didn't work.

EDIT: Nvm, took out the custom script to remove the new unit group and now it works, woo, thanks all. I had to move it below where the unit takes damage though, why is that? Isn't it still the same "Picked unit" even before the If/Then/Else?
 

ImmortaL_GoD

New Member
Reaction score
4
Ok, I'm back as I'm having some issues: a) Sometimes the ability seems to do damage and others not, or only to some units. =/

b) It's not showing the buff and animation still (yellow ! over their heads), ever, and doesn't seem to do the disable, only knockback.

Trigger:
  • DeafeningBlastP
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set tempDamage = (5 + (80 x (Level of Deafening Blast for unitCaster)))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Integer((Distance between pointAbilityTarget and (Position of unitDummyProjectile)))) Less than 15
              • (Integer((Distance between (Position of unitCaster) and (Position of unitDummyProjectile)))) Greater than 600
        • Then - Actions
          • Trigger - Turn off DeafeningBlastP <gen>
          • Unit - Remove unitDummyProjectile from the game
          • Skip remaining actions
        • Else - Actions
          • Do nothing
      • Unit - Move unitDummyProjectile instantly to ((Position of unitDummyProjectile) offset by 15.00 towards (Facing of unitDummyProjectile) degrees)
      • Set temp_group = (Units within 150.00 of (Position of unitDummyProjectile))
      • Unit Group - Pick every unit in temp_group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Owner of (Picked unit)) is an enemy of (Owner of unitDummyProjectile)) Equal to True
            • Then - Actions
              • Set temp_point = (Position of (Picked unit))
              • Unit - Move (Picked unit) instantly to (temp_point offset by 15.00 towards (Facing of unitDummyProjectile) degrees)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is in tempBlasted) Equal to False
                • Then - Actions
                  • Unit - Create 1 Dummy (silenceCaster) for (Owner of unitDummyProjectile) at temp_point facing Default building facing (270.0) degrees
                  • Set Blast = (Last created unit)
                  • Unit - Set level of Silence (Blast) for Blast to (Level of Deafening Blast for unitCaster)
                  • Unit - Order Blast to Neutral Dark Ranger - Silence temp_point
                  • Unit - Cause Blast to damage (Picked unit), dealing (Real(tempDamage)) damage of attack type Chaos and damage type Normal
                  • Unit Group - Add (Picked unit) to tempBlasted
                  • Unit - Add a 1.00 second Generic expiration timer to Blast
                • Else - Actions
                  • Do nothing
              • Custom script: call DestroyGroup (udg_temp_group)
              • Custom script: call RemoveLocation (udg_temp_point)
            • Else - Actions
              • Do nothing
 
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