Split wave

Prediter[BuB

Well-Known Member
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35
Hi, the mega nub prediter is here asking for, yet again, help =D.
I cant get this right. i want to make a spell based off of shockwave that when u target a point with the spell, the shockwave will go out and when it gets to the target point it will split into three waves that each do 1/3 the damage of the regular. This is what ive got so far.

Event:
-A unit starts the effect of an ability
Condition:
-ability being cast is equal to split wave
Action:
-Set variable wavetarget = point targetted by the ability
-set variable W1 = target point of the ability with angle plus 30
-set variable W2 = target point of the ability with angle plus 60
-set variable W3 = target point of the ability with angle plus 90
-Create 1 dummy waver for owner of casting unit facing default building degrees
-add minor wave to last created unit
-order last created unit to cast shockwave targeting w1
-Create 1 dummy waver for owner of casting unit facing default building degrees
-add minor wave to last created unit
-order last created unit to cast shockwave targeting w1
-Create 1 dummy waver for owner of casting unit facing default building degrees
-add minor wave to last created unit
-order last created unit to cast shockwave targeting w1

Everything isnt completly right as i actually have because im at my other house (parents are devorced) and i dont have wc3 installed. Any help?
 
T

The Mapmaker

Guest
it looks like it would work; just create a new shockwave that does the 1/3 damage
 

esb

Because none of us are as cruel as all of us.
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329
>order last created unit to cast shockwave targeting w1

You have three of those, and should only have 1. Change the second one to w2, and the third to w3
 
V

Vodoun

Guest
How do you do, "-set variable W1 = target point of the ability with angle plus 30" through triggers? I can only set a variable to the target point of the ability and that's it, don't know how to do the +30 degrees.
 

Pigger

New Member
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13
How do you do, "-set variable W1 = target point of the ability with angle plus 30" through triggers? I can only set a variable to the target point of the ability and that's it, don't know how to do the +30 degrees.

Point with offset/polar offset?
 
V

Vodoun

Guest
Point with offset/polar offset?

How does that work? I don't understand the offset stuff. The offset one states that it's (x,y) but polar offset doesn't give any explanation at all.

Edit: New question as well. Is it possible to make a unit cast a spell that isn't a preset of the ones in Unit - Issue order targetting a point? There were "attack to point, move to point, then stuff like Orc: shockwave."

I hope you figure out how to do this because it's teaching me a lot about variables.
 

Somatic

You can change this now in User CP.
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84
->Please do not hijack Thread, Create your own Thread Vodoun

Prediter[BuB -> Did you order them to "Orc Tauren Chiften - Shockwave" the target location? and check if the dummy units have Mana for the Dummy spell.

And use a Loop, that will be better than copying pasting the actions over and over again.
 

The Undaddy

Creating with the power of rage
Reaction score
55
Next time copy the trigger as text an use code tags...
A reason your dummy unit is not casting could be if the spell requires mana and your dummy has none (happens to me alot :eek:)
 

Prediter[BuB

Well-Known Member
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35
Im pretty sure he had mana because i based off of priest. Ill check that tho thanks. Also how do i put it in a loop. Also what are code tags?
 

Pigger

New Member
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13
They are
Code:
[/ CODE], just put "[CODE]" before the text needed to be put in the tags, and "[/ CODE]" (without the space between / & C) afterwards.
 

Pigger

New Member
Reaction score
13
So your trigger would look nicer. Such as:

Code:
Untitled Trigger 001
    Events
        Time - Every 2.00 seconds of game time
    Conditions
    Actions
        Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
 

Prediter[BuB

Well-Known Member
Reaction score
35
So your trigger would look nicer. Such as:

Code:
Untitled Trigger 001
    Events
        Time - Every 2.00 seconds of game time
    Conditions
    Actions
        Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees

What diference does that make?
 

Pigger

New Member
Reaction score
13
It would make the trigger easier to read and interpret. Thus causing less confusion.

It turns:
Ouch
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is A structure) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Difficulty level) Equal to Normal
Then - Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Else - Actions
Else - Actions

Into this:

Code:
Ouch
    Events
        Map initialization
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Triggering unit) is A structure) Equal to True
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Difficulty level) Equal to Normal
                    Then - Actions
                        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
                            Loop - Actions
                    Else - Actions
            Else - Actions
 
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