Spell Wind Tunnel

dragonhord

Knowledge is true opinion. - Plato
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Calls forth a massive tornado at the targeted point. Upon summoning the tornado will emit pulses of smaller tornados, damaging surrounding units. Emits 3 pulses.

Import instructions are inside of the spells trigger itself, if they need to be posted here let me know so I can do that :D .

MUI - No :(
Fun - I think so :p
Leakless - Yes?
Fantasmalrific - Oh yeah...
GUI - Yesm
WindTunnel.jpg
 

Attachments

  • Wind Tunnel.w3x
    23.4 KB · Views: 543
how come everyone skips the screenshot attachment when submiting a spell...?
>.<''
imageshack and imagehosting?
 
You don't need to set & remove "TornadoPoint" 39 times.
Set it once after the tornado is created, and then remove it outside the Integer B
loop.

You should add an integer variable to make it easier to configure the # of
smaller tornados to be created.

You were also not creating the circular effect "efficiently" enough.
I used, ((Real((Integer A))) x (360.00 / (Real(TornadoLesserAmount)))) degrees)
to do this, with "TornadoLesserAmount" been the # of shockwaves to be created.

I also thought the spell was a bit plain, but eye candy never hurts.
You should attatch the tornado to the caster, and have the caster run round,
with the shockwaves launching out of him. Might look a little more interesting.

Anyway here's the updated code:
Code:
ind Tunnel Update
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Wind Tunnel 
    Actions
        Set TornadoLesserAmount = 12
        Set TornadoCaster = (Casting unit)
        Set TornadoPoint = (Target point of ability being cast)
        Unit - Create 1 Tornado for (Owner of (Casting unit)) at TornadoPoint facing Default building facing degrees
        Custom script:   call RemoveLocation(udg_TornadoPoint)
        Set Tornado = (Last created unit)
        Set TornadoPoint = (Position of Tornado)
        Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
        For each (Integer B) from 1 to 3, do (Actions)
            Loop - Actions
                Wait 1.00 seconds
                For each (Integer A) from 1 to TornadoLesserAmount, do (Actions)
                    Loop - Actions
                        Set TornadoShot = (TornadoPoint offset by 200.00 towards ((Real((Integer A))) x (360.00 / (Real(TornadoLesserAmount)))) degrees)
                        Unit - Create 1 Dummy Caster for (Owner of Tornado) at TornadoPoint facing Default building facing degrees
                        Unit - Add Tornado Dummy Spell (Neutral Hostile) to (Last created unit)
                        Unit - Set level of Tornado Dummy Spell (Neutral Hostile) for (Last created unit) to (Level of Wind Tunnel  for TornadoCaster)
                        Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave TornadoShot
                        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                        Custom script:   call RemoveLocation(udg_TornadoShot)
        Custom script:   call RemoveLocation(udg_TornadoPoint)
A screenshot would be nice :p
 
though i rank a spell by first seeing its screenshot ..... ( >.> )
 
Updated and corrected according to Tinki's suggestions. Screenshot added.
 
im curious....does the polarity shift spell that comes with the map work? :D
 
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