Warcraft III resources & community, 2003–2006 · archived

Nuclear Blast Spell 2.0

not rated
Submitted by <PMM>TerranUp16Trigger Enhanced733 downloads365 KB
Screenshot
Screenshot
The Marine radios for a nuke which drops down on the specified spot, doing massive damage and pushing affected enemy units away from the blast. Now with anti-dud!

Thanks to: KillSt4r for the model
File Name
Nuclear Blast Spell.w3x
Author
<span style="color:#00ff00">TerranUp16</span>
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Comments

18
i found the bug, after you hear Nuclear launch detected. you can move the marine without cancelling the spell before the nuke drops.
MUahahahHAHAHAHAHAHAHAHAHHHHHAHAHAH
NOW MY SC MAP WILL HAVE NUKES IN IT MUAHAHAHAHAHAHAHAHAHAHHAAHHAHAAHHAH :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted:
Im using the pushaway trigger in my map. Thank you very much, it looks realy super awesome now. BTW, im giving you credit for this trigger so dont forget to check my map (corrupt city) and see in quest menu for your name
OK guys. I did find one problem and have now corrected it. I realized that I forgot to clear the unit group containing the pushed units. You can either re-dl the spell or you can simply add an action that clears the pushed units' unit group.
Ahh, ok, you're right. Aye, that would explain why when I tested it, the damage went through (b/c I placed the hero very close to the blast). Aye, crap, Flame Strike is the best base... and the worst, buggiest-ass base. The only other real base is Frost Nova, but you can't delay the dmg :(

There really isn't a great base, b/c Blizzard and Rain of Fire are worse than Flame Strike, and Cluster Rockets can't ever seem to do the right damage. Like, they will kill a freakin' Doom Guard in Balance Wars (this was when I was testing Nuke Strike as a Cluster Rocket base), but they won't kill weak little Militia!

If anyone has a better idea for a base (and it MUST give bounty), please tell me.
I think I figured out why the hero being in the AoE was interrupting the damage: The push back effect moved the hero just before the damage was dealt and thereby canceling the spell, eventhough the animation and stuff had already been there! (The same effect as moving the blood mage just before flame strike deals its damage, and since this spell is based of flame strike it has the same drawbacks)
I tested the .01 in some pretty complex maps (aka, they were pretty close to lagging already) and this spell didn't create any lag whatsoever. It's really not that hard to mod to the spell to .02 or .03 if you want it done. By the way, it DOES NOT push structures. I've tested that, and even a noob should be able to pick out the condition that prevents that. Unless you copy and pasted wrong, it doesn't push buildings. If you want a radiation effect, btw, just ask and I'll release a new version.

As far as the hero damage and stuff, I'll check on it, but this is by far not the only thing I've been working on so I admit I've generally forgotten what I did with it, or what the problem originally even was. If you correctly c+ped it should work though.

http://www.wc3sear.ch/index.php?p=Maps&ID=6229&sid=835802d84a83cdb909e05d0c958bd61d
eh it wasnt bad but i've seen better. using a periodic event of 0.01 is way too low of a value and could cuase lag. Simply making that value 0.03-0.05 would make it run smoother and look just as smooth. Also, your nuke will push buildings, which is sort of lame. I however though that this spell, although still triggered poorly does a more sufficient job at creating a real nuclear strike effect

http://www.wc3sear.ch/index.php?p=Spells&ID=1032&sid=a51735fd020de0739a7a65337ccb0525
Nice spell, I love the knockback :D

When I tried using it in my own map I got it right pretty fast, except for the fact that if the hero is caught in the blast, the damage portion is interrupted, although the shockwave is not... How did you say you fixed this bug? - It seems to work in your map but not in mine :(

I made some minor changes to the nuke ability (name, icon, cooldown, damage, mana cost, etc.) could this be the reason? :/
Sweet, over 375 dls :)
There's quite a difference between this nuke spell and all the others. I've not yet seen one with knockback. Unless you can find a nuke spell with knockback... I'd say it's a good idea. More realistic as well.

Gets 5/5 b/c it's a good spell and people obviously like it. Have you even tried it yet? Or do you just like spell bashing for no particular reason?
Good idea? Did anyoen need another nuke spell?

And why you all say 5/5 everywhere , wow that's lame
Good idea for a spell, 5/5
Aye, I didn't want to make the effect too uber. You can change the AoE if you want. I also just took KillSt4r's effect, it wasn't customized for the spell, but it's such a great effect...
Good. I think the effects is too big, it would be nice smaller because the explosion is bigger than the selection circle target.
IT'S HERE!

Nuclear Blast 2.0

Fixed in 2.0 is the "dud bug". There is now an unselect function so that you can't select the hero long enough while he's casting the spell for him to do anything else (this essentially means the spell will do damage every time, and you won't be able to move the hero so that the anim works, and your cooldown is at 6 mins, and your mana is 300 less... but no damage or shockwave). I also fixed a bug where if the hero was caught in the blast, the damage portion would be interrupted, although the shockwave would not. It now does the damage regardless of where your hero is.
Good idea