Warcraft 3 - Custom Spells - Part 2 - Using Triggers

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  • Опубліковано 21 гру 2024

КОМЕНТАРІ • 20

  • @AvnikOrbelians
    @AvnikOrbelians Рік тому +1

    perfect

  • @Dircil
    @Dircil Рік тому +1

    wow you give every detail, thanks much! 👏

  • @HoaTran09
    @HoaTran09 9 місяців тому

    wish you have the part 3

  • @Shadowheartmk
    @Shadowheartmk Рік тому +1

    Ty this very helpful!

    • @KeyTorch
      @KeyTorch  Рік тому +1

      Im happy i can be of help :)

  • @Xrektt
    @Xrektt Рік тому +2

    This is so good, I made some maps in the past, but just for the classic gameplay :D Once I was trying to create a simple frostbolt spell of the MK´s stormbolt but I couldnt get rid of the stun. Setting its duration to 0 just made the stun last forever so... xD I gues I should have used some triggers and actions for that. Good video :)

    • @KeyTorch
      @KeyTorch  Рік тому

      Im happy i could help! :D Good luck on your future spells!

  • @dreamisfun4115
    @dreamisfun4115 3 місяці тому

    hi may i know how to set up auto casting on skill? Is there a way to set both skill auto casting instead of 1?

  • @mumkicksass3280
    @mumkicksass3280 Рік тому

    How would you make an ability that mana drains like immolation but heals instead and a bigger aoe 😁

  • @santiagonarvaez8807
    @santiagonarvaez8807 3 місяці тому

    Trigger to create an ALLIANCE MEEDALLION pls :3

  • @igorgolubovic778
    @igorgolubovic778 Рік тому +2

    Hey man! Keep up the good work! You are helping a lot! I have a question; how can I remove existing region?
    I placed regions for picking up heroes, and I would like to remove it in case players wonder around there and step on the region again, because it will cause the trigger of picking hero again. I literally see almost every option in triggers, but there is nothing like removing regions, I only see ''move region'' and it doesn't help at all. Cheers!

    • @KeyTorch
      @KeyTorch  Рік тому +1

      Im happy i can help! I don't think you can remove a region no. But i think i have the solution for you. You could count how many times a hero has been picked up, and then do a check when a hero moves into the region, to see if it has been picked up before. And if it has, then do nothing. This is not easy to do with single variables, BUT it's easy to do with Hashtables. And you're in luck, because that is what my next video is about 😄 and im gonna finish the video either today or tomorrow! 🥳
      Just to give you a small intro to hashtables if you don't know them already, they are a datastructure. They store values in like a list of list type of setup. And with hashtables it's possible to retreive the unique id of a unit, use that id as the "key"(index for the first list) in the hashtable, and then you can store lots of information about that "key" (unit) in another list. It's quite a powerfull feature and really nice to know for making maps.

    • @igorgolubovic778
      @igorgolubovic778 Рік тому +1

      ​@@KeyTorch Thanks mate. I'm working for like 2 years now on a project in world editor kinda without any knowledge and I learned a lot hard way. I'm making some kind of heroes survival mode. What I would like to know is how can I force enemy Hero units to cast spells without triggers; I already have an enemy hero on the map that actually used blink few times, but randomly, its like 20% times he used it. It confuses me a little bit. Same like blink, he has fire breath or something but he never used it. He only used blink and passive spells on him are working properly too as expected. But those triggering spells on enemy units are kinda random.
      P.S
      I'm trying to use triggers as least possible cause its too complicated and takes too much effort (trying to save my eyes you know 😆). I already made very complex map with least triggers possible and everything works smoothly. I'm literally working on balancing map last year cause I started everything too fast and chaotic, and you know editor can be very chaotic 😅I technically finished most of the things I wanted.

    • @KeyTorch
      @KeyTorch  Рік тому +1

      @@igorgolubovic778 Wow! Two years. That's a long time. I can imagine you've learned a lot yeah. Sounds like a cool map. Interesting that you're trying not to use so many triggers. And yea triggers can become confusing very fast haha. I'm afraid i don't know anything more than you in this case. Using triggers has been my go to approach when creating maps. But i hope you can figure something out. If you want to take a look at how to use Hashtables, i just released it on my channel. Good luck on your map!

    • @leinadreyub8525
      @leinadreyub8525 Рік тому +2

      @@igorgolubovic778Assuming you haven’t figured it out, and that I am understanding your question in your initial comment, if there is ever a trigger you desire to disable after one instance of it, then there is an action you can set at the beginning of the trigger: “Turn Off Trigger” (I believe that’s the name anyway, something like that), which will prevent the trigger from activating again.

  • @vmac8972
    @vmac8972 Рік тому

    I’m curious to know if there is a way to trigger a spell event in the case of raise skeleton. Say I intend to use an Orc Necrolyte and want his raise dead spell to have orcs raised as Orc grunts and humans raised as the standard one? I once tried to do WC1 style doomguard where the warlock sacrifices himself and summons doomguard but it was kind of buggy. Not so well with anything outside of importing assets, minor texturing exp, barely know retera model studio customizing terrain, and a few things in the object editor.

  • @coachmcguirk8277
    @coachmcguirk8277 Рік тому +5

    Nice video, but your Dummy unit is setup incorrectly and as a result will fail to cast spells as quickly and effectively as possible.
    The most important fields to correct are the Cast Point and Cast Backswing fields which dictate how much time is needed for a Unit to execute a spell and how much time is needed for it to finish it's cast animation. Setting both of these fields to 0.00 is very important!
    Also, your Movement settings have issues, you need to set the Movement Type to None instead of Flying. A proper Dummy unit should be able to cast ANY number of abilities ANY number of times within the same game frame. It should also not need to turn to face it's target which this Movement field will fix.
    To create a proper Dummy unit I suggest the following:
    First, copy and paste the Locust unit, as this already has most of the desired settings by default. Second, change it's Model/Shadow/Attacks Enabled/Movement Type to None and Speed Base to 0. Third, you're done!
    Here are some things to think about when working with Dummy units:
    Do I want my Dummy unit to support Special Effects? If so, use a custom model like Vexorian's Dummy model (can be found on hiveworkshop). This is a "hidden" model and has all of the proper attachment points needed for special effects.
    Do I need my model to move around and act like a Missile? If so, you'll need to adjust it's Movement Type and possibly Speed Base. I suggest creating a brand new Dummy unit for this with modified fields - Ideally you would have two Dummy units in total, a spell caster and a missile. Although, a better solution for the missile would be to rely on Special Effects since they have less overhead and can achieve the same results.
    Does my Dummy unit need Vision of it's target? Should it provide Vision? A lot of game mechanic questions come to mind, if you run into issues try to think about how Warcraft 3 works and the limitations you as a player have and realize that the Dummy unit is constrained by those same limitations.

  • @Tyrvana
    @Tyrvana Рік тому +1

    Voice is incredible low for some reason unfortunately.