Three hopefully simple questions.

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.

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)

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!
 

Lyle.

New Member
Reaction score
32
1) Have the First trigger with that Event and condition turn on another trigger. Every X seconds shoot a projectile (one each time), but put an accumulator in there so when the accum reaches a certain number it will turn the trigger off and it will shoot three times.

The wait's often can mess up the ability.

2) The only loops are Counting Loops, they Run from one number to the Next, and you can use the number in the actions within the loops. they stop after they run thru the last number.

3) This is something I wonder too, but I do know if you can use arrays and loops to your advantage to make all the triggers smaller that will make for a more efficient map :D
 

Onnings

New Member
Reaction score
9
1) Have the First trigger with that Event and condition turn on another trigger. Every X seconds shoot a projectile (one each time), but put an accumulator in there so when the accum reaches a certain number it will turn the trigger off and it will shoot three times.

The wait's often can mess up the ability.
Thanks alot for the response. I'm not getting the trigger to work properly though. Here's what I've cooked up so far.

Code:
Burst
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Burst 
    Actions
        Trigger - Turn on BurstTrue <gen>
        Set Burstcount = 1

Code:
BurstTrue
    Events
        Time - Every 0.25 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Burstcount Not equal to 0) and (Burstcount Not equal to 3)
            Then - 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)
                Set Burstcount = (Burstcount + 1)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Burstcount Equal to 3
                    Then - Actions
                        Set Burstcount = 0
                        Trigger - Turn off (This trigger)
                    Else - Actions
                        Do nothing

Do you see any obvious mistakes here?
 

Onnings

New Member
Reaction score
9
Nope. The NPC fires his casting animation as usual, but no firebolts are produced. If I'd wager a guess, I'd say there's something with Burst = (Burst+1) that's messing things up, but I can't find a way to simply set Variable = +1.
 

Lyle.

New Member
Reaction score
32
Oh well you have a few things in their that arn't gonna work now that the event is time driven, i.e. "triggering unit" and "target unit of ability being cast".

You can always save those Values from your first trigger into variables.
 

Onnings

New Member
Reaction score
9
Oh, of course. I tend to forget that when moving triggers by copy-paste. I'll give it a shot after this game of Castle Fight.

Thanks alot!

Edit: You were 100% correct, and I've got it working perfectly now. Here's the triggers, if anybody's curious.

Code:
Burst
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Burst 
    Actions
        Trigger - Turn on BurstTrue <gen>
        Set Casting = (Triggering unit)
        Set Target = (Target unit of ability being cast)
        Set Burstcount = 1


Code:
BurstTrue
    Events
        Time - Every 0.33 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Burstcount Not equal to 0) and (Burstcount Not equal to 4)
            Then - Actions
                Unit - Create 1 Dummy for Neutral Hostile at (Position of Casting) facing Default building facing degrees
                Set dummy = (Last created unit)
                Unit - Add Burst Dummy to dummy
                Unit - Order dummy to Neutral - Firebolt Target
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Set Burstcount = (Burstcount + 1)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Burstcount Equal to 4
                    Then - Actions
                        Set Burstcount = 0
                        Set Casting = No unit
                        Set Target = No unit
                        Trigger - Turn off (This trigger)
                    Else - Actions
                        Do nothing

Question three still stands though. Would love any input here, if anybody knows something.
 
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