Onnings
New Member
- Reaction score
- 9
Right, I'll just throw them right out.
First, an ability help request.
The basic concept of the spell I'm having trouble iwth is a basic projectile dealing damage to the target, but instead of being a single projectile, the ability fires three projectiles with a small delay between each against the same target. In theory, this sounded like a simple thing to make when I thought it up, but the trigger only fires the missile once against the target.
Second question is a more general one.
I've seen people here refer to a 'Loop' function a lot, and I can't remember having been in contact with that before. How does it work? Which action triggers it? Between what conditions is the Loop played? Once triggered, does it carry on forever?
The third question's a more a question about trigger tidyness and map size.
Now, on my current map project, which bases its concept on the old Three Corridor Kingdoms, I have a heap of spawn and move triggers. If I wanted, I could incorporate them all into one, huge trigger instead of a heap of triggers, but I kind of like having them separated as they are now, for easier access to the various parts.
Would combining the myriad of triggers I have into one trigger affect map stability or size at all, or is that just simply a matter of preference?
I appreciate all replies. Thanks!
First, an ability help request.
The basic concept of the spell I'm having trouble iwth is a basic projectile dealing damage to the target, but instead of being a single projectile, the ability fires three projectiles with a small delay between each against the same target. In theory, this sounded like a simple thing to make when I thought it up, but the trigger only fires the missile once against the target.
Burst
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Burst
Actions
Unit - Create 1 Dummy for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Set dummy = (Last created unit)
Unit - Add Burst Dummy to dummy
Unit - Order dummy to Neutral - Firebolt (Target unit of ability being cast)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Wait 0.25 seconds
Unit - Create 1 Dummy for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Set dummy = (Last created unit)
Unit - Add Burst Dummy to dummy
Unit - Order dummy to Neutral - Firebolt (Target unit of ability being cast)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Wait 0.25 seconds
Unit - Create 1 Dummy for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Set dummy = (Last created unit)
Unit - Add Burst Dummy to dummy
Unit - Order dummy to Neutral - Firebolt (Target unit of ability being cast)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Burst
Actions
Unit - Create 1 Dummy for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Set dummy = (Last created unit)
Unit - Add Burst Dummy to dummy
Unit - Order dummy to Neutral - Firebolt (Target unit of ability being cast)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Wait 0.25 seconds
Unit - Create 1 Dummy for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Set dummy = (Last created unit)
Unit - Add Burst Dummy to dummy
Unit - Order dummy to Neutral - Firebolt (Target unit of ability being cast)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Wait 0.25 seconds
Unit - Create 1 Dummy for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Set dummy = (Last created unit)
Unit - Add Burst Dummy to dummy
Unit - Order dummy to Neutral - Firebolt (Target unit of ability being cast)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Second question is a more general one.
I've seen people here refer to a 'Loop' function a lot, and I can't remember having been in contact with that before. How does it work? Which action triggers it? Between what conditions is the Loop played? Once triggered, does it carry on forever?
The third question's a more a question about trigger tidyness and map size.
Now, on my current map project, which bases its concept on the old Three Corridor Kingdoms, I have a heap of spawn and move triggers. If I wanted, I could incorporate them all into one, huge trigger instead of a heap of triggers, but I kind of like having them separated as they are now, for easier access to the various parts.
Would combining the myriad of triggers I have into one trigger affect map stability or size at all, or is that just simply a matter of preference?
I appreciate all replies. Thanks!