Name | Type | is_array | initial_value |
AR_Caster | unit | No | |
AR_Int | integer | No | |
AR_Target | location | No | |
AR_Timer | timer | No | |
CPS_Angle | real | No | |
CPS_AoE | real | Yes | |
CPS_ArcReal | real | Yes | |
CPS_AttackType | attacktype | Yes | |
CPS_Damage | real | Yes | |
CPS_DamageType | damagetype | Yes | |
CPS_Destroy | boolean | Yes | |
CPS_Dummy | unit | No | |
CPS_DummyType | unitcode | No | |
CPS_HArc | boolean | Yes | |
CPS_HArcLeftRight | boolean | Yes | |
CPS_HArcWidth | real | Yes | |
CPS_Height | real | Yes | |
CPS_Impact | string | Yes | |
CPS_Loop | integer | No | |
CPS_Missile | unit | Yes | |
CPS_MissileDistance | real | Yes | |
CPS_MUI | integer | No | |
CPS_Off | boolean | No | |
CPS_Point | location | Yes | |
CPS_Source | unit | Yes | |
CPS_SourcePoint | location | Yes | |
CPS_Speed | real | Yes | |
CPS_Target | unit | No | |
CPS_TargetUnit | unit | Yes | |
CPS_TraveledDistance | real | Yes | |
CPS_Tree | destructable | No | |
CPS_Trigger | trigger | Yes | |
CPS_UnitOrPoint | boolean | Yes | |
CPS_VArc | boolean | Yes | |
CPS_VArcHeight | real | Yes | |
Creep_Face_Ang | real | Yes | |
Creep_Loc | location | Yes | |
ExInteger | integervar | No | |
FA_Caster | unit | No | |
FA_Point | location | No | |
FA_Target | unit | No | |
Integer | integer | No | |
MS_ModelofDummy | modelfile | No | |
Projectile_AoE | real | No | |
Projectile_AttackType | attacktype | No | |
Projectile_Damage | real | No | |
Projectile_DamageType | damagetype | No | |
Projectile_DestroyTree | boolean | No | |
Projectile_HArc | boolean | No | |
Projectile_HArcLeftOrRight | boolean | No | |
Projectile_HArcWidth | real | No | |
Projectile_Height | real | No | |
Projectile_Impact | string | No | |
Projectile_Model | string | No | |
Projectile_Size | real | No | |
Projectile_Source | unit | No | |
Projectile_Speed | real | No | |
Projectile_TargetPoint | location | No | |
Projectile_TargetUnit | unit | No | |
Projectile_Trigger | trigger | No | |
Projectile_UnitOrPoint | boolean | No | |
Projectile_VArc | boolean | No | |
Projectile_VArcHeight | real | No | |
SPSD_Caster | unit | No | |
SPSD_TargetPoint | location | No | |
SPSD_TargetUnit | unit | No | |
TempInt | integer | No | |
TempPoint | location | No |
//TESH.scrollpos=43
//TESH.alwaysfold=0
<<==>>CUSTOM PROJECTILES SYSTEM<<==>>
<<==>>Ver 1.2c<<==>>
<<==>>Created by LeoNguyen112<<==>>
I. Features:
o Simply create a straight projectile
o Create a projectile with vertical arc (normal missile) or horizontal arc (like
DotA's Wild Axe of Rexxar)
o Create a projectile toward a unit or location
o Can activate following trigger when hit (allow you to create attaching effect)
II. Installation:
1. Import missiledummy.mdx with contained in this map to your map
2. Create a new dummy which uses the model above and have Harvest ability.
3. Copy triggers: CPS Loop, CPS Creating, CPS Init to your map.
4. In trigger CPS Init, Set CPS_Dummy = "Your missile dummy"
III. Variables' Functions:
Projectile_AttackType: attack type of damage
Projectile_Damage: impact damage (real)
Projectile_DamageType: type of impact damage
Projectile_Impact: effect will be created at the impact
Projectile_Model: model of projectile
Projectile_Height: flying height of projectile
Projectile_Size: size (%) of projectile, this value decides both Length, Width, Height.
Projectile_Speed: flying range of projectile every 0.02 second
Projectile_Source: source unit of projectile
Projectile_TargetUnit: target unit of projectile
Projectile_TargetPoint: target point of projectile
Projectile_UnitOrPoint: this value decides target type of projectile
- True: target type of projectile is unit.
- False: target type of projectile is point. When it is false, you need to set the
following variable:
- Projectile_AoE - decide projectile's area of effect.
- Projectile_DestroyTree - allow to destroy trees or not (true/false)
Projectile_Trigger: trigger will be activated at the projectile's impact
Projectile_HArc: true = projectile will move with horizontal arc, false = without arc.
Once this value is true, there are variables you need to set:
- Projectile_HArcWidth: decide arc's width, it also depends on projectile's speed
- Projectile_HArcLeftOrRight: true = left, false = right
Projectile_VArc: true = projectile will move with vertical arc, false = without arc.
Once this value is true, there is a variable you need to set:
- Projectile_VArcHeight: decide arc's height, it also depend on projectile's speed
IV. How to Use:
1. You need 1 trigger to set all (or what neccesary) variables above, then run
CPS Creating by using:
"Custom script: call TriggerExecute( gg_trg_CPS_Creating )"
2. To use a following trigger:
a) You can use directly stored Projectile System's data through those variables:
+ SPSD_Caster
+ SPSD_TargetUnit
+ SPSD_TargetPoint (it's unnecessary to remove leak this variable, because the
system will automatically do it)
b) In my onpinion, you should set those variables above into yours own and then use
it normally:
+ Set ABC_Caster = SPSD_Caster
+ Set ABC_Target = SPSD_TargetUnit
+ Set ABC_Point = SPSD_TargetPoint
(ABC is your spell's name)
3. See "Example Spells" - "Frost Arrow / Immolation Arrow Spell" if you need some
example about how to use following trigger.
V. Special Thanks to:
o redscores for the dummy model.
o Magtheridon96 for useful tips.
o GhostHunter123
o Almia