[Log in / Register]
| News | Chat | Pastebin | Donations | Tutorials | Rules | Forums | Starcraft II |
| Maps | Skins | Icons | Models | Spells | Tools | Jass | Packs |
(Keeps Hive Alive)
Go Back   Warcraft 3 Spells > Spells

Reply
 
LinkBack Thread Tools
The Hive Workshop Spells:
[GUI] Lightning Speed v1.0
by MortAr-
Images
Highslide JS
Details
Uploaded:20:07, 22nd Jul 2010
Last Updated:01:25, 30th Aug 2010
Keywords:None
Type:Target Ground, Target Object
Category:GUI / Triggers

Caster travels with a lightning speed towards a target point. While in effect, it will store energy and release it
onto enemy units that are nearby. Damage, Area of effect and Speed increase with level.


Configurables:
  • Range
  • Speed
  • Damage
  • Area of Effect
  • Targets
  • SFXs
  • Pathability

Triggers

LS Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Lightning Speed
Actions
-------- Starting spell --------
-------- Checking for open instance --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MUI_1 Equal to 0
Then - Actions
Trigger - Turn on LS Loop <gen>
Else - Actions
-------- Setting up current instance configurations --------
Set MUI_1 = (MUI_1 + 1)
Set MUI_2 = (MUI_2 + 1)
-------- Unit that will move --------
-------- Also some unit-related stuff --------
Set cUnit[MUI_2] = (Triggering unit)
Unit - Make cUnit[MUI_2] Invulnerable
Unit - Turn collision for cUnit[MUI_2] Off
Animation - Change cUnit[MUI_2]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
Set cPoint[MUI_2] = (Position of cUnit[MUI_2])
Set tPoint = (Target point of ability being cast)
-------- Overall configurations --------
Set Range[MUI_2] = (50.00 + (50.00 + (Real((Level of Lightning Speed for cUnit[MUI_2])))))
Set Angle[MUI_2] = (Angle from cPoint[MUI_2] to tPoint)
Set MaxDistance[MUI_2] = (Distance between cPoint[MUI_2] and tPoint)
Set Speed[MUI_2] = (20.00 x (Real((Level of Lightning Speed for cUnit[MUI_2]))))
Set Distance[MUI_2] = 0.00
-------- Clearing leaks --------
Custom script: call RemoveLocation (udg_tPoint)

LS Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
-------- Looping thru all indexes with third index --------
-------- Using MUI_3 as a current index --------
For each (Integer MUI_3) from 1 to MUI_2, do (Actions)
Loop - Actions
-------- Position of unit with position where to move it --------
Set bPoint[MUI_3] = (Position of cUnit[MUI_3])
Set mPoint[MUI_3] = (bPoint[MUI_3] offset by Speed[MUI_3] towards Angle[MUI_3] degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Playable map area) contains cUnit[MUI_3]) Equal to True
Then - Actions
Unit - Move cUnit[MUI_3] instantly to mPoint[MUI_3]
Else - Actions
-------- Moving it with some SFX --------
Special Effect - Create a special effect attached to the chest of cUnit[MUI_3] using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl
Special Effect - Destroy (Last created special effect)
-------- Saving distance --------
Set Distance[MUI_3] = (Distance between mPoint[MUI_3] and cPoint[MUI_3])
-------- Units around which will be damaged --------
Set gDamage = (Units within Range[MUI_3] of bPoint[MUI_3] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of cUnit[MUI_3])) Equal to True))))
Unit Group - Pick every unit in gDamage and do (Actions)
Loop - Actions
Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Set Damage = (((5.00 x (Real((Level of Lightning Speed for cUnit[MUI_3])))) + Distance[MUI_3]) / 10.00)
Unit - Cause cUnit[MUI_3] to damage (Picked unit), dealing Damage damage of attack type Spells and damage type Unknown
-------- Destructables around which will be destroyed (trees, barrels, etc) --------
-------- Note the AOE is a constant, otherwise it will destroy too many trees as passing by only one --------
Destructible - Pick every destructible within 150.00 of mPoint[MUI_3] and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
-------- Clearing leaks (for current instance) --------
-------- Checking if final point is reached or the point of moving is unpathable (preventing going out of map or cliff blockage) --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Terrain pathing at mPoint[MUI_3] of type Walkability is off) Equal to True
Distance[MUI_3] Greater than or equal to MaxDistance[MUI_3]
Then - Actions
Special Effect - Create a special effect attached to the origin of cUnit[MUI_3] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
-------- If so, restoring units' settings --------
Unit - Make cUnit[MUI_3] Vulnerable
Animation - Change cUnit[MUI_3]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Unit - Turn collision for cUnit[MUI_3] On
-------- Claering leaks in the current instance --------
Custom script: call RemoveLocation (udg_cPoint[udg_MUI_3])
Set cUnit[MUI_3] = No unit
-------- Clearing its index --------
Set MUI_1 = (MUI_1 - 1)
Else - Actions
Custom script: call RemoveLocation (udg_bPoint[udg_MUI_3])
Custom script: call RemoveLocation (udg_mPoint[udg_MUI_3])
Custom script: call DestroyGroup (udg_gDamage)
-------- When the loop ends, checking if all indexes are empty --------
-------- If so, turning off trigger (preventing lag) and setting the index back to 0 --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MUI_1 Equal to 0
Then - Actions
Set MUI_2 = 0
Trigger - Turn off (This trigger)
Else - Actions


You can check the spell in the testmap, which also comes with an "Read Me" for how to import it.

Changelog

Changelog ~ v1.0
- initial release
- fixed pathability
- you no longer can leave map boundary (playable map area)
- some documentation changes
- array variable is removed


Thanks to Pharaoh_ for helping me with the pathability.

Feel free to edit and use as long as you give credits

MortAr-
Rating - 5.00 (2 votes)
(Hover and click)
Moderator Comments
Recommended
14:06, 25th Jul 2010
hvo-busterkomo: The coding is pretty good overall, but please do not use an array just to have access to a large number of variables. Use an array when the index is being used meaningfully. In other words, MUI[1], MUI[2], and MUI[3] should all be separate variables.
I don't see any more problems with the coding, and the spell seems to work and looks fine visually.

This spell is approved and works properly.


Click here to download Lightning Speed.w3x (52.46 KB, 364 Downloads)

Old 07-22-2010, 08:16 PM   #2 (permalink)
Registered User Klingo
Just Like you Imagined
 
Klingo's Avatar
 
Join Date: Dec 2009
Posts: 222
Klingo has little to show at this moment (28)Klingo has little to show at this moment (28)Klingo has little to show at this moment (28)
Sadly , we can go outside of the map ( the black tileset around the map ), maybe you should fix
__________________
Klingo is online now   Reply With Quote
Old 07-23-2010, 09:51 AM   #3 (permalink)
Registered User Darkzealot_128
I make maps.
 
Darkzealot_128's Avatar
 
Join Date: Jun 2010
Posts: 391
Darkzealot_128 has little to show at this moment (29)Darkzealot_128 has little to show at this moment (29)Darkzealot_128 has little to show at this moment (29)
Removed leaks and mui and effects and stuff were good too. What can stop me giving you a 5/5?
__________________
Current map in progress:
The Elemental Encounters





Darkzealot_128 is online now   Reply With Quote
Old 07-23-2010, 10:24 AM   #4 (permalink)
Registered User .OmG.
User
 
Join Date: May 2010
Posts: 19
.OmG. is an unknown quantity at this point (0)
Nice effect and good idea, mui and no leaks-5/5
.OmG. is offline   Reply With Quote
Old 07-23-2010, 01:15 PM   #5 (permalink)
Registered User tjordell
Exceeding the Limits
 
tjordell's Avatar
 
Join Date: Jan 2009
Posts: 485
tjordell is on a distinguished road (88)tjordell is on a distinguished road (88)
Good spell but the caster can travel outside map and the AOE when the damage is dealth, both when traveled and impact, is to small. Also, you should meaby recycle this. But i am just 50 - 50 about that. Try to recycle and then try the spell again, but with all three. If you find it less laggy and no changes, then you should save the recycle in the triggers.
__________________
Send me a PM if you want any GUI spell/System done. I'm pretty good at it.

Give +Rep to those who help you or create something to you because thats just to kind.
tjordell is offline   Reply With Quote
Old 08-05-2010, 08:58 AM   #6 (permalink)
Registered User razor21
Its time 2 even da scales
 
razor21's Avatar
 
Join Date: Aug 2009
Posts: 224
razor21 has little to show at this moment (19)razor21 has little to show at this moment (19)
just try using serpent ward as its base ability, it should prevent you from going to a unwanted terrains...

such as the black boundry, or some cliff...or even water..
razor21 is offline   Reply With Quote
Old 08-29-2010, 02:49 PM   #7 (permalink)
Registered User MortAr-
Two-wang-oh!-sore-ass
 
MortAr-'s Avatar
 
Join Date: Feb 2009
Posts: 1,282
MortAr- is just really nice (291)MortAr- is just really nice (291)MortAr- is just really nice (291)MortAr- is just really nice (291)MortAr- is just really nice (291)
Quote:
Good spell but the caster can travel outside map and the AOE when the damage is dealth, both when traveled and impact, is to small.
That's why they are both configurables, so you can set it to whatever value you want, I just find smaller ones best, otherwise the damage is really big if you travel ~1000 units.

Quote:
just try using serpent ward as its base ability, it should prevent you from going to a unwanted terrains...
I already have an solution to the problem, thank you anyway.

Quote:
Try to recycle and then try the spell again, but with all three. If you find it less laggy and no changes, then you should save the recycle in the triggers.
The whole thing recycles when all instances of the spell ends, meaning, it's already lagless. I don't quite understand what you are trying to say here.

Quote:
Sadly , we can go outside of the map ( the black tileset around the map ), maybe you should fix
Next version.
__________________
Hive Battlefield
MortAr- is online now   Reply With Quote
Old 08-29-2010, 04:53 PM   #8 (permalink)
Registered User razor21
Its time 2 even da scales
 
razor21's Avatar
 
Join Date: Aug 2009
Posts: 224
razor21 has little to show at this moment (19)razor21 has little to show at this moment (19)
so, how do you fix the problem?
__________________
I am the bone of my map..
Terrain is my body,JASS is my blood..
I have created over a thousand maps,
Unknown to death,nor known to live,
Have withstood pain to create many maps,
Yet, those hands will never hold any Reps,
So as I pray..Unlimited Map Works!..
razor21 is offline   Reply With Quote
Old 08-29-2010, 07:07 PM   #9 (permalink)
Registered User tjordell
Exceeding the Limits
 
tjordell's Avatar
 
Join Date: Jan 2009
Posts: 485
tjordell is on a distinguished road (88)tjordell is on a distinguished road (88)
MortAr-, The overall spell will be more flexible and better if you use it. But that's just a suggestion.
__________________
Send me a PM if you want any GUI spell/System done. I'm pretty good at it.

Give +Rep to those who help you or create something to you because thats just to kind.
tjordell is offline   Reply With Quote
Old 08-29-2010, 10:08 PM   #10 (permalink)
Registered User MortAr-
Two-wang-oh!-sore-ass
 
MortAr-'s Avatar
 
Join Date: Feb 2009
Posts: 1,282
MortAr- is just really nice (291)MortAr- is just really nice (291)MortAr- is just really nice (291)MortAr- is just really nice (291)MortAr- is just really nice (291)
Okay I updated it, I hope there's no more leaks or problems with it.
__________________
Hive Battlefield
MortAr- is online now   Reply With Quote
Old 08-30-2010, 09:34 AM   #11 (permalink)
Registered User xorkatoss
User
 
Join Date: Jul 2010
Posts: 72
xorkatoss has little to show at this moment (4)
dude very nice spell lol
very cool spell
xorkatoss is offline   Reply With Quote
Reply

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT. The time now is 01:00 AM.





Powered by vBulletin®
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.3.1
Copyright©Ralle