Island Defense
May 23, 2012, 09:38:51 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: not so new version:  3.0.6G4, 3.0.8d
 
   Home   Help Search Login Register  
Pages: [1]
  Print  
Author Topic: fire nova  (Read 474 times)
0 Members and 2 Guests are viewing this topic.
Coaster_Man
Titan of the Abyss
******

Karma: +22/-18
Posts: 1170


Self Moderator

thomas_breen1994@hotmail.com
View Profile
« on: June 01, 2011, 05:52:39 PM »

I've made a simple fire nova using dummy units for the fire missiles. I also made it do damage, of course, and tested it in game. It worked fine when I used it, however not when the computer did. I made a trigger that gets a random integer between 1 and 15, and if it is 1 then the unit casts human - thunderclap (which is my basis). The unit casts the skill, however the fireball dummy units don't move. They do when I, myself click the skill, but not when the computer does. I am not using any "Player 1 Red" type triggers, all owning of unit style. Also, the damaging effect lasts after the fireballs are gone, and damage allies.
Code:
fire nova
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Fire Nova
    Actions
        For each (Integer A) from 1 to 10, do (Actions)
            Loop - Actions
                Set TempLoc = ((Position of (Triggering unit)) offset by 800.00 towards (36.00 x (Real((Integer A)))) degrees)
                Set SpawnPoint = (Position of (Triggering unit))
                Unit - Create 1 fire nova missile for (Owner of (Triggering unit)) at SpawnPoint facing TempLoc
                Unit - Order (Last created unit) to Move To TempLoc
                Unit - Add a 1.53 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation(udg_TempLoc)
                Custom script:   call RemoveLocation(udg_SpawnPoint)
Code:
fire nova damage
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of units in (Units of type fire nova missile)) Greater than 0
            Then - Actions
                Unit Group - Pick every unit in (Units of type fire nova missile) and do (Actions)
                    Loop - Actions
                        Set DamagePoint = (Position of (Picked unit))
                        Unit - Cause (Picked unit) to damage circular area after 0.00 seconds of radius 100.00 at DamagePoint, dealing 25.00 damage of attack type Spells and damage type Normal
                        Custom script:   call RemoveLocation(udg_DamagePoint)
            Else - Actions
Help is appreciated.
Logged

Pirate is an octopus in disguise!
sickle
Titanious Minion
*****

Karma: +31/-49
Posts: 902


tabula rasa


View Profile
« Reply #1 on: June 01, 2011, 08:42:01 PM »

learn JASS
Logged

Coaster_Man
Titan of the Abyss
******

Karma: +22/-18
Posts: 1170


Self Moderator

thomas_breen1994@hotmail.com
View Profile
« Reply #2 on: June 01, 2011, 09:21:22 PM »

That is not helpful.
I would like help in GUI, thanks.
Logged

Pirate is an octopus in disguise!
Gwypaas
Beta Tester
Titanious Minion
*

Karma: +13/-18
Posts: 606


View Profile
« Reply #3 on: June 10, 2011, 04:34:55 PM »

learn vJASS
Logged

Gone

turbo
Beta Tester
Titan of the Abyss
*

Karma: +29/-25
Posts: 1756


View Profile
« Reply #4 on: July 20, 2011, 02:59:01 PM »

Pretty much everyone here is vJASS elitest, good luck getting help.
Logged


Quote from: Playerof
I am officialy an IDIOT!!!!! Tongue
Quote from: Playerof date=1289822009
twas hit straight in the eye by a cock
Quote
[23:52:51] Lazure : Thank you.
[23:52:59] Lazure : I love being a slut :O
Neco
Self Proclaimed AFK-King
Map Editor
Titanious Minion
*****

Karma: +21/-21
Posts: 985


Tired of your shit

fallingground@live.com
View Profile WWW Email
« Reply #5 on: July 20, 2011, 03:54:09 PM »

Try giving them 'Aloc' (Locust) somewhere, since the computer ai script might think "hold on, wtf I didn't tell these fuckers to move".

Locust prevents anything but scripts from moving the units.

But yeah, if you really want to learn more, learn Zinc (or vJass or Jass) because you could do so much more for this spell. GUI is a bad thing to use because you get into bad habits.
Logged


Novynn@Azeroth | Novynn@Lordaeron | Novynn@Northrend
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.16 | SMF © 2011, Simple Machines Valid XHTML 1.0! Valid CSS!