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Run System

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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You will understand everything during the game.
1) The more mana points man has, the faster he runs.
2) If the man a lot of runs, mana started to disappear.
3) The man can jump. He can not jump over the tree. When he jumps, he has taken away mana.
4) The man can throw the hammer. When the hammer hit the enemy, the enemy is repelled.
5) The butcher knows how to throw a hook, which attracts man and takes him 1 mana.

Keywords:
meat hook, hook, jump, run, system, run system, hummer.
Contents

Run System (Map)

Reviews
12th Dec 2015 IcemanBo: Too long time as NeedsFix. Rejected. 09:51, 19th Apr 2010 The_Reborn_Devil: A proper in-game screenshot is required for this to be approved. Status: Rejected until updated Rating: N/A

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long time as NeedsFix. Rejected.

09:51, 19th Apr 2010
The_Reborn_Devil:

A proper in-game screenshot is required for this to be approved.


Status: Rejected until updated
Rating: N/A
 
code base of the great bunch of codes that map, probably will not be approved

1/5 because I'm in a good mood


  • Casting
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Jump 0
      • JumpEnd Equal to 0
    • Actions
      • Set JumpEnd = 1
      • Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) - 1.00)
      • Set JumpPoint = ((Position of (Triggering unit)) offset by 250.00 towards (Facing of (Triggering unit)) degrees)
      • Set Jumper[1] = (Triggering unit)
      • Set JumpAngle = (Facing of (Triggering unit))
      • Set JumpTime = ((Distance between (Position of Jumper[1]) and JumpPoint) / 200.00)
      • Set JumpMaxHeight = (((Distance between JumpPoint and (Position of Jumper[1])) / 2.00) + 100.00)
      • Set JumpHeight = 0.00
      • Unit - Add Storm Crow Form to Jumper[1]
      • Unit - Remove Storm Crow Form from Jumper[1]
      • Unit - Make Jumper[1] face JumpAngle over 0.10 seconds
      • Unit - Turn collision for Jumper[1] Off
      • Unit - Kill JumpDummy
      • Set JumpAnimation = (Last created special effect)
      • Trigger - Turn on Moving <gen>


  • Moving
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • JumpHeight Less than (JumpMaxHeight x 2.00)
        • Then - Actions
          • Set JumpHeight = (JumpHeight + 26.00)
          • Unit - Move Jumper[1] instantly to ((Position of Jumper[1]) offset by 7.50 towards JumpAngle degrees)
          • Animation - Change Jumper[1] flying height to JumpHeight at 1000.00
          • Unit Group - Pick every unit in (Units within 75.00 of ((Position of Jumper[1]) offset by 50.00 towards JumpAngle degrees)) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Unit-type of (Picked unit)) Equal to Стена
                      • (Unit-type of (Picked unit)) Equal to Пудж
                  • (Life of (Picked unit)) Not equal to 0.00
                • Then - Actions
                  • Set JumpHeight = (JumpMaxHeight x 10.00)
                  • Trigger - Run (This trigger) (ignoring conditions)
                  • Unit - Set mana of Jumper[1] to ((Mana of Jumper[1]) + 1.00)
                • Else - Actions
          • Destructible - Pick every destructible within 75.00 of ((Position of Jumper[1]) offset by 50.00 towards (Facing of Jumper[1]) degrees) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Pathing Blocker (Ground)
                • Then - Actions
                  • Set JumpHeight = (JumpMaxHeight x 10.00)
                  • Trigger - Run (This trigger) (ignoring conditions)
                • Else - Actions
          • Destructible - Pick every destructible within 75.00 of ((Position of Jumper[1]) offset by 50.00 towards (Facing of Jumper[1]) degrees) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
                • Then - Actions
                  • Set JumpHeight = (JumpMaxHeight x 10.00)
                  • Trigger - Run (This trigger) (ignoring conditions)
                  • Unit - Set mana of Jumper[1] to ((Mana of Jumper[1]) + 1.00)
                • Else - Actions
          • Animation - Play Jumper[1]'s walk animation
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • JumpHeight Greater than (JumpMaxHeight x 2.00)
              • JumpHeight Less than or equal to ((JumpMaxHeight x 4.00) + 80.00)
        • Then - Actions
          • Set JumpHeight = (JumpHeight + 26.00)
          • Unit - Move Jumper[1] instantly to ((Position of Jumper[1]) offset by 7.50 towards JumpAngle degrees)
          • Animation - Change Jumper[1] flying height to (JumpMaxHeight - JumpHeight) at 1000.00
          • Unit Group - Pick every unit in (Units within 75.00 of ((Position of Jumper[1]) offset by 50.00 towards JumpAngle degrees)) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Picked unit)) Equal to Стена
                  • (Life of (Picked unit)) Not equal to 0.00
                • Then - Actions
                  • Set JumpHeight = (JumpMaxHeight x 10.00)
                  • Trigger - Run (This trigger) (ignoring conditions)
                • Else - Actions
          • Animation - Play Jumper[1]'s walk animation
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • JumpHeight Greater than or equal to ((JumpMaxHeight x 4.00) + 80.00)
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Animation - Change Jumper[1] flying height to 0.00 at 20000.00
          • Set JumpDa = 0
          • Trigger - Turn off Moving <gen>
          • Unit - Turn collision for Jumper[1] On
          • Unit - Make Jumper[1] Vulnerable
          • Special Effect - Destroy JumpAnimation
          • Set JumpEnd = 0
          • Destructible - Pick every destructible within 100.00 of (Position of Jumper[1]) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Pathing Blocker (Ground) (Large)
                • Then - Actions
                  • Unit - Remove Jumper[1] from the game
                  • Floating Text - Create floating text that reads (|cff444444 + А-А-А-А-А) at (Position of Jumper[1]) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                  • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                  • Floating Text - Change (Last created floating text): Disable permanence
                  • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                  • Floating Text - Change the fading age of (Last created floating text) to 0.75 seconds
                • Else - Actions
          • Animation - Play Jumper[1]'s stand animation
        • Else - Actions
 
Level 2
Joined
Jun 4, 2007
Messages
22
You know, He did violate the rules. But he doesn't deserve the bashing you guys are giving him. A lot of people are intimidated to post their work on this site BECAUSE of this reason. God forbid he broke the rules. ONE person can politely tell him to scan over the rules, and ask if he needs help with with anything. The pointless cyber bullying is 100% unnecessary. Sorry we're not all elitists jerks. I for one encourage him posting his work.

*Everyone was a noob at everything, at one point in their life*
 
You know, He did violate the rules. But he doesn't deserve the bashing you guys are giving him. A lot of people are intimidated to post their work on this site BECAUSE of this reason. God forbid he broke the rules. ONE person can politely tell him to scan over the rules, and ask if he needs help with with anything. The pointless cyber bullying is 100% unnecessary. Sorry we're not all elitists jerks. I for one encourage him posting his work.

*Everyone was a noob at everything, at one point in their life*

The problem is that you can tell them 50 times and they still don't get it.... no... they will upload another rule breaking spell.
 
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