Problem with Flame Striking Spell -1 reply

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#1 12 years ago

I've struck a problem with my Flame Striking Spell. I'm still trying to work on it. I should describe it a bit so you know what I'm asking you to help me with. My spell is called Burning Cross. It's supposed to make 5 Flame Strikes in a cross pattern. Here's what I've done so far...

Event Unit - |My guy| XXXX Starts the effect of an ability Condition (Ability being cast) Equal to Burning Cross Action Set CastPoint = (Target point of ability being cast) Special Effect - Create a special effect at (CastPoint offset by (250.00, 0.00)) using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl Wait 0.25 seconds Special Effect - Destroy (Last created special effect) Special Effect - Create a special effect at (CastPoint offset by (-250.00, 0.00)) using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl Wait 0.25 seconds Special Effect - Destroy (Last created special effect) Special Effect - Create a special effect at (CastPoint offset by (0.00, 250.00)) using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl Wait 0.25 seconds Special Effect - Destroy (Last created special effect) Special Effect - Create a special effect at (CastPoint offset by (0.00, -250.00)) using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl Wait 0.25 seconds Special Effect - Destroy (Last created special effect) Special Effect - Create a special effect at (CastPoint offset by (250.00, 0.00)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl Special Effect - Create a special effect at (CastPoint offset by (-250.00, 0.00)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl Special Effect - Create a special effect at (CastPoint offset by (0.00, 250.00)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl Special Effect - Create a special effect at (CastPoint offset by (0.00, -250.00)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl

The problem is that the centre Flame Strike is the only one making the flames at the end AND the only one doing the damage. If I've confused you in anyway, let me know (unless the trigger part is causing the confusion), and I'd appreciate any help you guys can give me




Eleandor

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#2 12 years ago

First, make a dummy unit (such as a frog, add the "locust" ability and an edited flamestrike with 0 manacost, 9999 range, no casting time)

what I'd do as actions:

Temppoint has an array of 5, is a point variable

Set Temppoint[5]=Target point of ability being cast Set Temppoint[1]=(Temppoint[5] offset by (0.00, 250.00)) Set Temppoint[2]=(Temppoint[5] offset by (0.00, -250.00)) Set Temppoint[3]=(Temppoint[5] offset by (250.00, 0.00)) Set Temppoint[4]=(Temppoint[5] offset by (-250.00, 0.00)) For each integer A from 1 to 4 do: -->Unit - Create 1 "DummyUnit" for owner of casting unit at position of casting unit -->Unit - add a 3 seconds expiration timer -->Unit - Issue order targetting a point - order last created unit to "Flamestrike" Temppoint[Integer A] Custom script: call RemoveLocation(udg_Temppoint[1]) Custom script: call RemoveLocation(udg_Temppoint[2]) Custom script: call RemoveLocation(udg_Temppoint[3]) Custom script: call RemoveLocation(udg_Temppoint[4]) Custom script: call RemoveLocation(udg_Temppoint[5])




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#3 12 years ago

Thanks Eleandor, I'll notify you when this works




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#4 12 years ago

IT WORKS!!! I've changed a few things though

I realized that the Flame Strike I issued my dummies couldn't attack trees, so I changed that I was so eager to test it that I forgot the custom scripts, but then I realized I didn't need them because it worked I changed the casting time back to default because the centre pillar didn't fire straight away




Eleandor

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#5 12 years ago

you MUST add the custom scripts or your spell will leak, 5 locations every time it's cast. In the long run, this will cause quite some lag, especially if you have other spells that leak too.




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#6 12 years ago

I'm pretty sure that my spell didn't leak. Trust me, I tested it. I also changed it so that it fires 9 pillars instead of 5, because I needed a bit more oomph. It still showed no sign of leaking, or so I thought.

Anyway, I have another Flame Strike based spell I'm having trouble with. This one's called Vulcan Shot. Basically its supposed to add bonus damage AND may cast a Flame Strike upon each strike.

Here's what I've done

Event Unit - |My guy| XXXX is issued an order targeting a point Conditions (Issued order) Equal to (Order(attack)) Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Ability being cast) Equal to Vulcan Shot Then - Actions Set Target = (Target point of issued order) Set Location = (Position of (Triggering Unit)) Set Level = (Level of Vulcan Shot for (Triggering Unit)) Set Random = (Random integer number between 1 and 100) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Random Less than or equal to ((Level x 2) + 28) Then - Actions Unit - Create 1 Dummy for (Owner of (Triggering Unit)) at Location facing Default building facing degrees Unit - Set level of Flame Strike (Dummy) for (Last created unit) to Level Unit - Add a 3.00 second Generic expiration timer to (Last created unit) Unit - Order (Last created unit) to Human Blood Mage - Flame Strike Target Else - Actions Do nothing Else - Actions Do nothing

I definitely gave my dummy the Flame Strike skill, but somehow it doesn't want to use it at all. Can you give me any advice?




Eleandor

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#7 12 years ago

Again, you might not notice leaks, but the leaks are THERE. that's a fact. And if you cast this spell alot or the game takes long, these leaks will kill your map, especially when played on the ... less good computers (or in multiplayer when you've got a shitty connection). Also notice that all leaks are gone when you load your map in single player, while leaks never dissappear in multiplayer games.

Your other problem is that "attack" is not an order targetting a point. attack is an order targetting a UNIT. So you must change your event. Next problem: your conditions. there is no "ability being cast" because your trigger only runs when someone attacks. but not when someone casts a spell. However, if you change the event in "unit casts a spell", it won't work either because then there's not attacking/attacked unit, only a casting unit, which is useless here. Here's the solution: In the object editor you make a custom buff called "Vulcan Shot". Next, you add this buff to your ability. If your ability was based on Roar (I'd think so as it gives you additional damage for +/- a minute), you just replace the "Roar" buff by the "Vulcan Shot" buff. So when that's done, you change your condition in your trigger to: Boolean - attacking unit has specific buff (Vulcan Shot) equal to TRUE. this way, whenever a unit attacks someone, AND the unit has the buff (which he only has when he had cast the spell), the trigger will run. Something else you need to change: 2 actions: Set "Target" = position of (attacked unit) Set "Location" = position of (attacking unit).

Again, when making triggered spells, avoiding leaks is a must, even when you don't notice any when you're testing. So my advice is that you add the custom scripts anyway, and when doing so, make sure your custom script is correct. Note that custom scripts are CASE SENSITIVE. that means that World Edit will give an error when you do something like "Call RemoveLocation(udg_Target)", because Call is written with a capital, while it should be written as "call".

One last note: I hardly check this site because it's inactive. I'm quite sure I'm not *allowed* to say something like this, but in the future, visit Front - The Hive Workshop - Warcraft 3 Maps, Icons, Spells, Tools, Tutorials, Skins, Models, Campaigns, Scenarios . It's got a very active forum. Sometimes you get help within 10 minutes, but you almost certainly get help within a day. Above that, I'm often there and other people too, who can help you. A thread like this would have to be posted in "World Edit Help Zone", otherwise some people might get angry :)