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BTank Spells and Systems

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Reactions: baassee
some BTanks spells an systems i made.

includes:
Control Point System
Turbo Boost
Tank-Cannon (very small)
(more will added soon...)

plz read the general read me.

i hope the descripion is now better :)

give credits and rate if you use this in your map.

v1.1 removed imported things

Keywords:
Battle Tanks; Capture Point System; dash; tank cannon;
Contents

Control Point System (Map)

Reviews
11:37, 14th Jun 2010 Hanky: Some things that should be improved: - you could add some more setting possibilities for the user - the documentation could be much longer and more exact - the index system you use for the turbo boost loop have to be...

Moderator

M

Moderator

11:37, 14th Jun 2010
Hanky:
Some things that should be improved:
- you could add some more setting possibilities for the user
- the documentation could be much longer and more exact
- the index system you use for the turbo boost loop have to be more effective
- you could remove those leaks in your demo triggers, but it's not needed

That's all I saw for now. If you fixed those stuff message me or some other spell moderator.
 
Imports are totally unnecessary...
Umm, plus i don't see anything in-game considering the control point system...
You don't have a reset trigger...
Turbo thing is unoriginal, as there are many of such slide spells...

ok i'll remove them...
i really don't know what you mean with reset trigger.
it's just a BTank spell. i don't say that it's original ;)

EDIT: you have to go to the enemy base and kill the hero to capture the control point ;)
 
Last edited:
Level 4
Joined
Jun 10, 2009
Messages
67
BaraBura's Spell Review
Please note:
"I am not a Moderator or anything like that. I cannot approve this spell or order you to change anything. I can only give tips of improvements and show you leaks and other errors".

General Thoughts:
I cannot really find this that useful. Maybe some people can find this interesting and use it in they're maps. People maybe could use this as a spell for heroes, but there are several spells for that already.

The Good Stuff:

It works, it is leakless and MUI. Looks like you have good skills in GUI (triggering) so keep up making spells!

The Bad Stuff:
Your "map only" trigger leaks.
Orginal Trigger:
  • spawn
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - "LEAKS" Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Control Point)) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Footman for (Owner of (Picked unit)) at "LEAKS" (Position of (Picked unit)) facing Default building facing degrees
See the leaks? Leaks location and unit group.
To fix this, edit your trigger to this:
  • spawn
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set Review__Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Control Point))
      • Unit Group - Pick every unit in Review__Group and do (Actions)
        • Loop - Actions
          • Set Review__Point = (Position of (Picked unit))
          • Unit - Create 1 Footman for (Owner of (Picked unit)) at Review__Point facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Review__Point)
      • Custom script: call DestroyGroup(udg_Review__Group)
-----------------------------------------------------------

The other bad thing I could notice, was that you do not have any triggers to reset the cooldown, mana or health.
If you need such system, PM me and I'll send you a "Spell Template", it's a map where you can build your spells.

The Ratings:

  1. Idea: 3/5
    • There are spells like this or similar already so it's not really a original idea. However, it works so thats a 3.
  2. Look: 3.5/5
    • Could have more effects.
      One tip from me is that you make the unit get smaller when it uses the spell, this will make it look like it's flying really fast. Use a trigger that by ever 0.01 second, the size of the unit shrinks a bit, when he is done casting, it gets back to normal.
  3. Work: 4/5
    • It is leakless and Multiplayer. It works. But, there are no reset abilities or such, making it hard to test if it works.
  4. Overall: 3.5/5
    • Looks kinda cheap, not really original, but it works.
----------------------------------------------------------------------------------------------------------------------
As said, you do not HAVE TO to change the stuff, it's just recommendations from me.
----------------------------------------------------------------------------------------------------------------------
 
BaraBura's Spell Review
Please note:
"I am not a Moderator or anything like that. I cannot approve this spell or order you to change anything. I can only give tips of improvements and show you leaks and other errors".

General Thoughts:
I cannot really find this that useful. Maybe some people can find this interesting and use it in they're maps. People maybe could use this as a spell for heroes, but there are several spells for that already.

The Good Stuff:

It works, it is leakless and MUI. Looks like you have good skills in GUI (triggering) so keep up making spells!

The Bad Stuff:
Your "map only" trigger leaks.
Orginal Trigger:
  • spawn
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - "LEAKS" Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Control Point)) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Footman for (Owner of (Picked unit)) at "LEAKS" (Position of (Picked unit)) facing Default building facing degrees
See the leaks? Leaks location and unit group.
To fix this, edit your trigger to this:
  • spawn
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set Review__Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Control Point))
      • Unit Group - Pick every unit in Review__Group and do (Actions)
        • Loop - Actions
          • Set Review__Point = (Position of (Picked unit))
          • Unit - Create 1 Footman for (Owner of (Picked unit)) at Review__Point facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Review__Point)
      • Custom script: call DestroyGroup(udg_Review__Group)
-----------------------------------------------------------

The other bad thing I could notice, was that you do not have any triggers to reset the cooldown, mana or health.
If you need such system, PM me and I'll send you a "Spell Template", it's a map where you can build your spells.

The Ratings:

  1. Idea: 3/5
    • There are spells like this or similar already so it's not really a original idea. However, it works so thats a 3.
  2. Look: 3.5/5
    • Could have more effects.
      One tip from me is that you make the unit get smaller when it uses the spell, this will make it look like it's flying really fast. Use a trigger that by ever 0.01 second, the size of the unit shrinks a bit, when he is done casting, it gets back to normal.
  3. Work: 4/5
    • It is leakless and Multiplayer. It works. But, there are no reset abilities or such, making it hard to test if it works.
  4. Overall: 3.5/5
    • Looks kinda cheap, not really original, but it works.
----------------------------------------------------------------------------------------------------------------------
As said, you do not HAVE TO to change the stuff, it's just recommendations from me.
----------------------------------------------------------------------------------------------------------------------

i know it but it's just for the map. the only important thing is the spell and the system.
note: your thing also leak ;)
your thing:
  • spawn
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set Review__Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Control Point))
      • Unit Group - Pick every unit in Review__Group and do (Actions)
        • Loop - Actions
          • Set Review__Point = (Position of (Picked unit))
          • Unit - Create 1 Footman for (Owner of (Picked unit)) at Review__Point facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Review__Point)
      • Custom script: call DestroyGroup(udg_Review__Group)
correct:
  • spawn
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set Review__Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Control Point))
      • Unit Group - Pick every unit in Review__Group and do (Actions)
        • Loop - Actions
          • Set Review__Point = (Position of (Picked unit))
          • Unit - Create 1 Footman for (Owner of (Picked unit)) at Review__Point facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_Review__Point)
      • Custom script: call DestroyGroup(udg_Review__Group)
 
Level 4
Joined
Jun 10, 2009
Messages
67
Nah it don't...
  • spawn
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set Review__Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Control Point)) << This is the FIRST action the trigger checks
      • Unit Group - Pick every unit in Review__Group and do (Actions) << This is the Second
        • Loop - Actions << This is the Third
          • Set Review__Point = (Position of (Picked unit)) << This is the fourth
          • Unit - Create 1 Footman for (Owner of (Picked unit)) at Review__Point facing Default building facing degrees << This is the fifth
      • Custom script: call RemoveLocation(udg_Review__Point) << This is not the third...
      • Custom script: call DestroyGroup(udg_Review__Group) << This is the seventh...
Look, the trigger will first go through the unit group then pass on to the next actions = it don't matter if the remove location is in the group or not.
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
matter of what I dont get your review, the template is only made for the testing and yes I can agree with you about the reset cooldown and hp/mana but that shouldnt be tested at all cause it's the spell/s itself that matters still I get your point with leaky test maps but you just play it very short so it shouldnt matter
 
Level 9
Joined
Nov 25, 2008
Messages
194
Nah it don't...
  • spawn
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set Review__Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Control Point)) << This is the FIRST action the trigger checks
      • Unit Group - Pick every unit in Review__Group and do (Actions) << This is the Second
        • Loop - Actions << This is the Third
          • Set Review__Point = (Position of (Picked unit)) << This is the fourth
          • Unit - Create 1 Footman for (Owner of (Picked unit)) at Review__Point facing Default building facing degrees << This is the fifth
      • Custom script: call RemoveLocation(udg_Review__Point) << This is not the third...
      • Custom script: call DestroyGroup(udg_Review__Group) << This is the seventh...
Look, the trigger will first go through the unit group then pass on to the next actions = it don't matter if the remove location is in the group or not.

Yes it does, because everytime you loop through the group you set the point, which you don't remove. After that, you remove the point once.
It leaks just like
  • For each (Integer A) from 1 to 1337, do (Actions)
    • Loop - Actions
      • Set Point = (Center of (Playable Map Area))
  • Custom script: call RemoveLocation(udg_Point)
would have 1336 leaks
 
Level 9
Joined
Apr 25, 2009
Messages
468
Sure, the right way would be
  • For each (Integer A) from 1 to 1337, do (Actions)
    • Loop - Actions
      • Set Point = (Center of (Playable Map Area))
      • Custom script: call RemoveLocation(udg_Point)

You do not need to set permanent locations you know. Center of Playable map is a permanent location and do not need to be set. So, it does not leak that location.
 
Level 31
Joined
May 3, 2008
Messages
3,155
Your "map only" trigger leaks.

Why should we give a damn to the map only trigger when the trigger are for a spells map? We want the spells, not the map. Unless it show a clear sign of lag, then it should be remove or else it would be fine.

The other bad thing I could notice, was that you do not have any triggers to reset the cooldown, mana or health.
If you need such system, PM me and I'll send you a "Spell Template", it's a map where you can build your spells.

Honestly enough, why should we need such a useless system? The mana and health could be set to infinite with super high regeneration while the spells cooldown could be set rather low as well via object editor.

Anybody could make such a system in less than 1 minutes, but so does editing it via object editor.

It is leakless and Multiplayer. It works. But, there are no reset abilities or such, making it hard to test if it works.

There isn't a need of such a thing, if you want to make it easier. Just go to object editor and set cooldown pretty low.

Looks kinda cheap, not really original, but it works.

It was the efficiency that are in the top priority not the sfx.
 
Level 17
Joined
Mar 17, 2009
Messages
1,349
Ok, let's go to the Jass part, Playable Map Area has a BJ in which is produced whether you use it or not, and when you use that BJ it doesn't create a new area, and thus this region doesn't leak.

However, Center of Playable Map Area is a manually created point which does leak and needs to be destroyed.
 
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