The Spell Request Thread!

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3 levels all at the same time
for that i made it customisable .. as in if you decided to make the each level ccome 1 at a time you can just change the variable.(i felt it look better if each level had a delay between them) :p
change the following (as stated in the comments)
Trigger:
  • -------- change the value underneath for delay between each wave --------
    • -------- set to dist_travel for all at once --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Dist_Travel[(Integer A)] Less than or equal to 300.00 <-----
        • Count_Shot[(Integer A)] Less than 2
      • Then - Actions
        • -------- setting arguments for simulated 'functions' --------
        • Set Temp_Unit[1] = Caster[(Integer A)]
        • Set Temp_Unit[2] = Target[(Integer A)]
        • -------- +180 to change direction(angle is set to the travel angle) --------
        • Set integerAngle = (Angle[(Integer A)] + 180.00)
        • Set Height = (Count_Shot[Integer] + 1)
        • Trigger - Run Spawn <gen> (ignoring conditions)
        • -------- created gust count shot set to current gust + 1 --------
        • Set Count_Shot[Integer] = (Count_Shot[(Integer A)] + 1)
        • Set Count_Shot[(Integer A)] = 4
        • -------- count shot is set to 4 so in next loop this if then else will not run (ie will not create another unit --------
      • Else - Actions
        • -------- 100 is value of radius>>when the missile should stop --------

if this isnt the issue, then i misunderstood your request lol
 
ok but still i nid 3 levels on top of each other of the same set.(not as in adding the skill 3 levels)
 
not as in adding the skill 3 levels
??
the spell made only has 1 level?
ok but still i nid 3 levels on top of each other of the same set
perhaps the height between each 'level' is too small?? try increasing the height in the object editor
 
as u can see i change wad u told me in the spell and 3 waves, became 1. so i nid 3 levels high now(i can set it in the object editor but the units are not there, as in not on 2nd and 3rd lvl)
sounds confusing...
 
can set it in the object editor but the units are not there, as in not on 2nd and 3rd lvl)
not there??? the units names are gust with brackets, ieg (0, +50, -50) remember to change minimum height and movement height as well as the appropriate values (as stated in the comments)

just clarifying..the trigger creates 7x3 units around a single unit, so this is not what you want?? :S
it first creates 7 and then it loops this process 3x while increasing the height between each loop, ie first layer has 7 gust (-50), second layer gust (0), third has gust (50). the gust unit all have by default 50 distance between each other, and i think the enclosegroup(2) map i enlarged the models– so the 'levels' are not that obvious.

ill post a pic of what the 3 levels i interpreted as.
View attachment 36929
 
ok but i changed the variables like wad u wanted and only 1 set came out. means tat the 2nd and 3rd set of units wif different height didnt spawn in the first place.
 
post a sample map please
btw, i uploaded enclose_group(3), which includes the use of only 1 model, and the heights are adjustable through triggers, as you requested earlier.
 
The enclose 3 has a problem, i changed the dummy unit's model and the model size became super big. i changed the scaling value and it looked fine in the editor, but when i test it, it is still big(its as big as i cant see the top of the model). i also do not wan the dummy units to enclose following the terrain, i wan them enclosing straight and smooth, and i also want them to enclose from a further distance and u might nid to set their collision off.
The previous problem is also not solved as i wanted 3 groups enclosing together. The 3 levels i am talking about is like this:
 

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  • 1.jpg
    1.jpg
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changed the dummy unit's model
you are meant to change the Model_SFX variable not the model itself, it should remain as Dummy.mdx
from a further distance
customizable in preload trigger, & a few other more

to enclose following the terrain,
trade off for this is if a unit is on an angle, some of parts of the model will appear under terrain.. can you send me the model you want for these layers so that i can adjust the methods appropriate to address this issue-i got a few solutions in hand atm

and i cant tell whether in your pic the models are stacked on top of each other vertically or horizontally, however referring back to the pic i posted earlier, the units are stacked vertically. is this want you want (you have yet to answer this q)
 
Hi. I was wondering how my spell is doing? is it gonna get started?


sorry im impatient
 
Completed the spell Blizzard Breeze.
 

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  • Blizzard Breeze.w3x
    25.8 KB · Views: 313
- then what is 'building 'high' levels' earlier that you spoke of :p
- can you send me the model and sample size so i can adjust it to not follow terrain height

EDIT: the pic looks vertical..

EDIT2: Model_SFX is a string variable that you can customize in preload trigger.

"to enclose following the terrain," << your quote, i am aware of that :D just that quote boxes take up too much space, ie
to enclose following the terrain,
so when looking at it in side view

its NOT
|
|
|

its
_ _ _

??
 
Sweet man! im gonna check it out right now... thank you man!! your the best
 
I want it like this:
thats vertical >>

also, as i was saying before, not accounting for terrain height means that they will travel at the their default height

@Glenphir
i deleted Gust & Enclose, not knowing that the links on first page links to the link of the spell, rather than the link to your attachment storage xD did you still wanted me to upload them?
 

Attachments

  • Enclose_Group(4).w3x
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Tidal Wave, 3 levels

Spell Type: MUI if possible.

Description: Summons a gigantic tidal wave that flows over the area. It is summoned about 400 behind the caster, and it should look like a line of about 6, see what fits best, waves (from the crushing wave model) next to each other. These waves will move in the direction the caster was looking when he cast the spell (it is not channeled). The line of waves keeps moving forward, and shortly after the line has moved a new line is behind it, and behind this line another one will come shortly afterward. At level 2 another wave is behind this one, and at level 3 yet another.

Each wave will push back any unit it touches, and the entire tidal wave will move to about 600 in front of where the caster was when he cast the spell. When the first line reaches that spot, it vanishes, but the other lines of the tidal wave will still move until they too reach that spot and vanish.

Units that are touched by the wave are pushed back and stunned during this time, and for each half second being stunned/pushed back take 40/65/90 damage.

Other Remarks: This might help you see what it should look like a little:
28up5z4.jpg
 
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