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Axes of Wonder V1.00

This spell is GUI MUI lagless and leakless so far.

Credits and How to import is included in the map, also there is a READ ME !

Axes of Wonder Spell Description -

The hero unleashes 2/3/4/5/6/7/8/9/10 spinning axes around him from heaven they will spin and when they reach the surface they will spin around the hero attracting and reacting if an enemy unit collides with one of those axes the axe will be stuck at the enemy unit dealing 5/10/15/20/25/30/35/40/45 damage per second for 5 seconds and the axes last 15 seconds.

The hero contain 9 levels so don't be afraid to level him up will ya :p

Credits are always welcome :p

~~RMX~~

Keywords:
Spin, Axes, Fly, Cool, DOT, Pull, Unleash, more spinning, go into the air, Rmx, ext..
Contents

Land of the Free (Map)

Reviews
19:58, 22nd Oct 2009 The_Reborn_Devil: I would recommend using Triggering Unit instead of Casting Unit. Also, instead of a rate at 1000000000 use 0 which is instant. I would also suggest making the axes deal damage when they hit and not only...

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M

Moderator

19:58, 22nd Oct 2009
The_Reborn_Devil:

I would recommend using Triggering Unit instead of Casting Unit.
Also, instead of a rate at 1000000000 use 0 which is instant.
I would also suggest making the axes deal damage when they hit and not only over time. It looks kinda bugged like that.
The rest looks good as far as I can see and the spell is quite nice.
Status: Approved.
Rating: Useful.
 
Level 22
Joined
Nov 14, 2008
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3,256
not bad not bad double poster ;)

well thought I'm a little concerned about one thing, why are there no impact damage? they hit and then they deal damage over time that comes one second later. It looks like the damage is delayed but it issn't if you know the triggering

also triggering unit is faster then casting ;)

else I have no cons to say thought it shouldnt be needed

To Baassee ... still waiting for your spellpack.

LAWL you'll see it maybe tomorrow or on friday :)
 
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A bit imbalanced, but a great idea and it works really nice, thou it kills my old PC if i cast it 2 times in a row, and none of axes isn't hitting anything :<

Really nice special effect with axes that blue tail is a nice touch ^^

As I said to weak at first level and to imbalanced on last.

If you could do some "axe counter" like limit of 3-4 axes per unit. You know what I mean?

But still as it is 5/5 :D

~Berz
 
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Level 17
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Mar 17, 2009
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1,349
well Rmx baassee said it all, and here's some more:


Switch this:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • AW_Angle[AW] Greater than or equal to 359.00
    • Then - Actions
      • Set AW_Angle[AW] = 0.00
    • Else - Actions
With:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • AW_Angle[AW] Greater than or equal to 360.00
    • Then - Actions
      • Set AW_Angle[AW] = (AW_Angle[AW] - 360.00)
    • Else - Actions

And Rmx it's about time you start dealing with X & Y rather than points...

But amazing job! And why do I have a strange feeling BZK has something to do with it :p
 
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Level 15
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Jul 19, 2007
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hmm i like the spell its quite usefull and that setup in triggers is quite good!
i have casted this spell 4x times at same time and its MUI but it caused lag :S massive lag :D
there where no units around me so that was quite some amount of movement anyway there is not to much u can do to fix that in GUI!

the part i like the most in this spell is just simple its movement and that blue trail coz its different then other spells (usually)

and about that no damage impact well it already was told :D

k i dont want to bother u but here is a little math tutor!

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • AW_Angle[AW] Greater than or equal to 359.00
    • Then - Actions
      • Set AW_Angle[AW] = 0.00
    • Else - Actions
that is same as:

  • Set AW_Angle[AW] = (AW_Angle[AW] mod 360.00)
and that line:

  • Animation - Change AW_Dummy[AW] flying height to AW_Height[AW] at 1000000000.00
well instead of using that large number 100...
use 0 instead coz t ~ 1/rate but since we cant write unlimited we shall say that t ~ rate
and so it means that if rate is 0 and 1/0 is unlimited it will reach given height instantly! thats how we handle unlimited in computer workd :D


now i must be careful coz Deuterium might rape me for this :D

anyway quite good coded GUI spell for now +rep
~Dark Dragon
 
Level 14
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Nov 2, 2008
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579
Hey RMX Nice spell. Good documentation too.

Seem leakless i just picked up this from the Axes of Wonders ON trigger:

Variables
AW_Point[0] : (Line: 28) Location - Removed: Yes
AW_Point[1] : (Line: 47) Location - Removed: Yes
AW_Dummy[AW_Times] : (Line: 49) Unit Group - Removed: No
AW_SpecialEffect1[AW_Times] : (Line: 52) Unit Group - Removed: No
AW_SpecialEffect2[AW_Times] : (Line: 54) Unit Group - Removed: No

Edit: oh btw 5/5 :p

And remember...only YOU can prevent spell leaks. lulz
 
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Level 17
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1,349
@ f0rsAk3n:
Leak checks are stupid... learn how to check for leaks yourself ;)

Dark_Dragon said:
now i must be careful coz Deuterium might rape me for this :D
HAHAHAHAHA! Ohh man you made me laugh my ass off! :p

and Rmx, DD gave you a better method of fixing the 360 thing using remainders which is actually a very smart idea ;D


@ Dark_Dragon:
Once I was trying my "talent" with mathematical limits, so when I divided by zero it ended up giving me an annoying bold red message in-game saying something like:
"Warning: Dividend by zero in Trig_Action...."

Dark_Dragon said:
there where no units around me so that was quite some amount of movement anyway there is not to much u can do to fix that in GUI!
Well the lag wasn't massive on my pc, but yes there was some on spam!
But wouldn't the usage of X & Y instead of points decrease the lag a bit?
Or it just doesn't matter here since the dummies already don't have any orders, and so no orders are being intercepted?
 
Level 17
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Well, now for all I know using X & Y are definitely much more efficient in all cases, but I don't know if it'll make that much of a difference for the lag...
And either way, if Rmx is to use X & Y he's going to have to adjust all the actions which contain points into Custom Scripts, so I'm not sure if that would be done...

+ I don't think anyone would be using this spell for more than one unit and I think the cool-down is going to be high enough for it to run only once at a time, so I believe there's no need to adjust it.
+ The number of axes won't necessarily be 9, and the less the number of axes the less the lag ;)
 

Rmx

Rmx

Level 19
Joined
Aug 27, 2007
Messages
1,164
Well thank you for all your comments, but i do not use X and Y in this spell, i only use a typical GUI :p.

If someone can teach me how to move a unit on X & Y in GUI, OFC PM, i will gladly make it.

Also i tried one time in a jump spell, but :( turned out when i cast the ability the hero jumps from the center of the map lol.

PS - I know vJASS but it is much much easier to use X & Y in it :)

EDIT !!!! : The LAGG issue is spamming alot of the axes, 9 AXES ! is fine, but 18 or 27 is ALOT !, and did you try them at level 3, 4 axes are just fine ...

Spam Level 5 and down ... this will not lagg as level 9 !
 
Last edited:
Level 17
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1,349
Well baassee, if you change coord to point then you're using the point and we're trying to avoid that :p

Rmx, you can't do that in GUI, but instead you need some Custom Scripts, and some basic math on graphs (2D in this case)...

EDIT:
I'd help you with that if you want me to, but now until night...
And I think we need to check first if it would actually reduce the lag that much or not, before we start :p
 
Level 22
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that's because you are moving so many stuff at the exactly the same time :S works better in vJass

also about the X/Y

had the same issue, thoguht I fixed it. You set a point / coords to a point, example caster point which you'd set that point into the position. The thing is that if you remove the caster point and still uses the first point, it results in a very common problem, everything happen in the center of the map because the script have a point that is set to a point that doesnt even exist

thought you maybe had another issue but thats your problem now ;)
 
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