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Jump problem

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Level 4
Joined
Jan 12, 2010
Messages
75
So. I'm using a jump system made by a friend and edited by me.

the one he made is using a target skill, like carrion swarm

the one made by myself, is using a No Target skill, like Wind Walk

but when i've used thunder clap, the skill was almost full working, the basic worked (jump, jump to cliff, jump outside etc)

now i've used Wind walk to be 100% instant cast (without mini-pause)
the only problem now is that the basic ins't working. Why can't i jump from outside to inside a cliff using wind walk?

  • Jump
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Jump Da' Fuck Up!
    • Actions
      • Set JumpS_Caster = (Triggering unit)
      • Set JumpS_CasterPoint = (Position of JumpS_Caster)
      • Set JumpS_CastingPoint = (Target point of ability being cast)
      • Set JumpS_DistanceBetweenPoints = ((Distance between JumpS_CastingPoint and JumpS_CasterPoint) / 80.00)
      • Set JumpS_Time = 0.00
      • Set JumpS_Heigth = 0.00
      • Unit - Add Storm Crow Form to JumpS_Caster
      • Unit - Remove Storm Crow Form from JumpS_Caster
      • Unit - Turn collision for JumpS_Caster Off
      • Trigger - Turn on Jump Move <gen>
  • Jump Move
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Set JumpS_Time = (JumpS_Time + 1.00)
      • Animation - Change JumpS_Caster flying height to JumpS_Heigth at 10000.00
      • Set JumpS_TempPoint1 = (Position of JumpS_Caster)
      • Set JumpS_TempPoint2 = (JumpS_TempPoint1 offset by JumpS_DistanceBetweenPoints towards (Facing of JumpS_Caster) degrees)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • JumpS_Time Less than 20.00
        • Then - Actions
          • Set JumpS_Heigth = (JumpS_Heigth + 15.00)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • JumpS_Time Less than 40.00
            • Then - Actions
              • Set JumpS_Heigth = (JumpS_Heigth + 5.00)
            • Else - Actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • JumpS_Time Greater than or equal to 40.00
        • Then - Actions
          • Set JumpS_Heigth = (JumpS_Heigth - 5.00)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • JumpS_Time Greater than or equal to 60.00
            • Then - Actions
              • Set JumpS_Heigth = (JumpS_Heigth - 10.00)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • JumpS_Time Greater than or equal to 80.00
                • Then - Actions
                  • Trigger - Turn off Jump Move <gen>
                  • Unit - Turn collision for JumpS_Caster On
                  • Set JumpS_EffectPoint = (Position of JumpS_Caster)
                  • Custom script: call RemoveLocation(udg_JumpS_EffectPoint)
                • Else - Actions
            • Else - Actions
        • Else - Actions
          • Custom script: call RemoveLocation(udg_JumpS_TempPoint2)
          • Custom script: call RemoveLocation(udg_JumpS_TempPoint1)
          • Custom script: call RemoveLocation(udg_JumpS_CasterPoint)
          • Custom script: call RemoveLocation(udg_JumpS_CastingPoint)
Here's the triggers
 
Level 10
Joined
Oct 31, 2009
Messages
352
Two things:

  • Set JumpS_CastingPoint = (Target point of ability being cast)
This only works with abilities that have a point on the ground that you targeted in order to cast the spell (like carrion swarm). I have absolutely no idea why it would have worked with thunder clap. You need to set it to a polar offset using the pos of the caster, his facing angle, and however far you want him to go.

and secondly, no reason to use every .01 seconds. It just uses up processing time as its too fast for the players eye to see the difference even at .03 or .04 seconds.

EDIT - Also instead of doing the flying system like you have it you should either set up a parabolic function or use a soften like this:

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • JumpS_Time Less than or equal to 40
    • Then - Actions
      • Set JumpS_Height = (JumpS_Height + 7.50)
      • Set JumpS_Height = (JumpS_Height - JumpS_Soften)
      • Set JumpS_Soften = (JumpS_Soften + 0.19)
    • Else - Actions
      • Set JumpS_Height = (JumpS_Height - 7.50)
      • Set JumpS_Height = (JumpS_Height + JumpS_Soften)
      • Set JumpS_Soften = (JumpS_Soften - 0.19)
I don't have time to look through the rest of your triggers but GL mate
 
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