Whirlwind Problem

Crusher

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So, the thing is, the effects that I settled up aren't working.

I stored them into strings, let me show you:

Trigger:
  • -------- Whirlwind Effects --------
    • Set WhirlwindEffect[1] = Objects\Spawnmodels\Critters\Albatross\CritterBloodAlbatross.mdl
    • Set WhirlwindEffect[2] = Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl
    • Set WhirlwindEffectWhere = chest



Trigger:
  • Whirlwind
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Whirlwind
    • Actions
      • Set Unit = (Casting unit)
      • Trigger - Run Whirlwind Active <gen> (ignoring conditions)


Trigger:
  • Whirlwind Active
    • Events
      • Time - Every 0.40 seconds of game time
    • Conditions
    • Actions
      • Set TempGroup = (Units within 200.00 of (Position of Unit) matching (((Matching unit) is Magic Immune) Equal to False))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
      • Special Effect - Create a special effect attached to the WhirlwindEffectWhere of (Picked unit) using WhirlwindEffect[(Random integer number between 1 and 2)]
      • Special Effect - Destroy (Last created special effect)


Trigger:
  • Whirlwind Stop
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Whirlwind
    • Actions
      • Trigger - Turn off Whirlwind Active <gen>


Do you see something wrong? I can only see that this ''Unit'' variable into second trigger doesn't execute, since ''Unit'' isn't cleared out anywhere except in trigger #1.
 

NoobImbaPro

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plz use triggering unit, don't use casting or othe rtitle that refers to the unit that triggers the event. Secondly see again if you are wrong at effect paths.
I don't see any problem at it
 

Crusher

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Well, yes, there are no actions, what should I place them if I activated that trigger in second trigger?

Edit: nah, only you can't see it.
 

polo2005

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as happysmiley said... your special effects is outside the loop so there is no picked unit

Special Effect - Create a special effect attached to the WhirlwindEffectWhere of (Picked unit) using WhirlwindEffect[(Random integer number between 1 and 2)]

edit:

or i belvie you should use

Code:
Trigger - Turn on Whirlwind Active <gen>

instand of

Code:
Trigger - Run Whirlwind Active <gen> (ignoring conditions)
 

Crusher

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Well, I did everything what you've told me, but the problem is still here.

I moved the special effects inside the loop and used triggering unit instead of casting unit.
 

polo2005

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Trigger:
  • -------- Whirlwind Effects --------
    • Set WhirlwindEffect[1] = Objects\Spawnmodels\Critters\Albatross\CritterBloodAlbatross.mdl
    • Set WhirlwindEffect[2] = Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl
    • Set WhirlwindEffectWhere = chest




Trigger:
  • Whirlwind
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Whirlwind
    • Actions
      • Set Unit = (Trigger unit)
      • Trigger - Turn on Whirlwind Active &lt;gen&gt;



(shoudl have initi off from start)
Trigger:
  • Whirlwind Active
    • Events
      • Time - Every 0.40 seconds of game time
    • Conditions
    • Actions
      • Set Temp_point = Position of Unit
      • Set TempGroup = (Units within 200.00 of Temp_point matching (((Matching unit) is Magic Immune) Equal to False))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Special Effect - Create a special effect attached to the WhirlwindEffectWhere of (Picked unit) using WhirlwindEffect[(Random integer number between 1 and 2)]
          • Special Effect - Destroy (Last created special effect)
      • CustomScript: call RemoveLocation(udg_Temp_point)
      • CustomScript: call DestroyGroup(udg_TempGroup)




Trigger:
  • Whirlwind Stop
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Whirlwind
    • Actions
      • Trigger - Turn off Whirlwind Active &lt;gen&gt;


what ability is Whirlwind based on? maybe the stop trigger runs instantly?
 

polo2005

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have you tried with removing all the leaks?
if that didn't work...
have you tried with adding a debugg message in Whirlwind Stop and se if it runs instantly, since bladestormisn't realy "channeling"
 

Crusher

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The problem is Whirlwind stop.

Without it, it works, but the problem is that the effect is still showing without him (even when the spell is finished).
 

polo2005

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add a wait at your start trigger that turnes off the Whirlwind Active after your bladestorm dur has ended
 

Crusher

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I tried that, but it won't make the ability MUI.

Edit: problem solved, I used a timer.
 

polo2005

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wont be mui due the fact that you are using
Code:
Set Unit = (Trigger unit)
ether way...

if you want it MUI you need to use unitgroups or hashtables instand of unit varribles., or ofc a unit varrible with array (in a index system)

edit:

Trigger:
  • -------- Whirlwind Effects --------
    • Set WhirlwindEffect[1] = Objects\Spawnmodels\Critters\Albatross\CritterBloodAlbatross.mdl
    • Set WhirlwindEffect[2] = Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl
    • Set WhirlwindEffectWhere = chest




Trigger:
  • Whirlwind
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Whirlwind
    • Actions
      • Unit Group - Add Triggering unit to CastGroup
      • Trigger - Turn on Whirlwind Active &lt;gen&gt;
      • Wait - wait x (durration)
      • Unit Group - Remove Triggering unit from CastGroup



(shoudl have initi off from start)
Trigger:
  • Whirlwind Active
    • Events
      • Time - Every 0.40 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in CastGroup and do (Actions)
        • Loop - Actions
          • Set Temp_point = Position of picked unit
          • Set TempGroup = (Units within 200.00 of Temp_point matching (((Matching unit) is Magic Immune) Equal to False))
          • Unit Group - Pick every unit in TempGroup and do (Actions)
            • Loop - Actions
              • Special Effect - Create a special effect attached to the WhirlwindEffectWhere of (Picked unit) using WhirlwindEffect[(Random integer number between 1 and 2)]
              • Special Effect - Destroy (Last created special effect)
          • CustomScript: call RemoveLocation(udg_Temp_point)
          • CustomScript: call DestroyGroup(udg_TempGroup)
      • If CastGroup is emty Equals to true then turn of this trigger else do nothing


try this, its handwrighten but shoudl work
 
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