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Spells for multiple units
http://forum.wc3edit.net/broken-fulfilled-f74/spells-for-multiple-units-t984-10.html
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Author:  namespoofer [ June 7th, 2007, 1:42 am ]
Post subject: 

I never said I didn't like it.. I just don't get it.. wanna make an example trigger with it for me? :)

Author:  weirdone2 [ June 11th, 2007, 7:28 pm ]
Post subject: 

I think what xantan has said is either make it set it so it wont try to go off again once it goes off like have a condition a=a then when trig starts it sets it to b or somting then sets it back afterwards(though i also don't see how would allow the trigger to b multi), or use if then statements like if owner of triggering unit = to p0 then [your actions] if over of triggering unit = to p2 then [your actions] etc(i'm not sure if this would allow the trigger to fire multiple times at same time w/o messing up or not). If i were you i would just test the if then one and if it dont work make a trigger for each person then i guess. -.-

Author:  namespoofer [ June 11th, 2007, 8:38 pm ]
Post subject: 

I already did if/then/else.. :?

Author:  weirdone2 [ June 11th, 2007, 9:20 pm ]
Post subject: 

if you mean your trigs is already like it i meant player oriented like this
Code:
MeteorStormCast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Meteor Storm [Spoofer]
    Actions
        if owner of trigunit = p1
        then
         Set UNIT_Meteor_Storm = (Triggering unit)
         Region - Center MeteorStorm <gen> on (Position of UNIT_Meteor_Storm)
         Animation - Play UNIT_Meteor_Storm's attack animation
         Wait 1.00 seconds
         Set UNIT_Meteor_Storm = No unit
        if owner of trigunit = p2
        then
         Set UNIT_Meteor_Storm = (Triggering unit)
         Region - Center MeteorStorm <gen> on (Position of UNIT_Meteor_Storm)
         Animation - Play UNIT_Meteor_Storm's attack animation
         Wait 1.00 seconds
         Set UNIT_Meteor_Storm = No unit

you'd also have to include this into your otheer trig to of cource but like i said im not sure if this allows it to b multi or not as ive never had to make spells eitherway. :P

If you mean you already tryed the way i just listed and it din't work, time to just make seperate trigs its only what 8 trigs per spell :twisted:

Or also i'm not to sure about this as I've never had to use arrays but cant u use arrays to make it multi I think the only thing u'd have to do is remove the wait(why wait neway?) and classify the variable as an array or is their something else that makes it non multi that I dont see?
Also if the wait if because of the .10sec on 2nd part why not just make event something that will run after the first trg with condition variable=integer. and set the variable on then off in the first trigger.


Edit: I lied i've only not had to make multi spells. :P

Author:  qwertz111 [ June 23rd, 2007, 1:14 am ]
Post subject:  Re: Spells for multiple units

Is there a way to make it so multiple heros casting the same spell at the same target at once?

ie. a stormbolt on a few heros

Author:  Bartimaeus² [ June 23rd, 2007, 1:42 am ]
Post subject:  Re: Spells for multiple units

Yes, but I don't know how; I've seen it done somewhere.

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