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force slam v1.0

this is a spell called force slam, it blinks the unit toward the caster and uses gravity pressure to force them down into the ground. Once the unit hits the ground he takes damage equal to the distance he was blinked multiplied by the level of the ability. for example if i cast the spell on a unit 600 aoe away and my spell is level 2 he will take 1200 dmg once the unit hits the ground.
this was a request and not my idea >.> if you find any way to improve it or better special effects, please don't be shy.

Keywords:
force slam, force, slam, aaron79
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Just another Warcraft III map (Map)

Reviews
15:36, 30th Dec 2009 TriggerHappy: What's the point of making FS_point and array if all you do is use the first index? Anyways, I couldn't spot any leaks but these GUI/MUI spells give me headaches so I apologize if I missed something.

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15:36, 30th Dec 2009
TriggerHappy:

What's the point of making FS_point and array if all you do is use the first index?
Anyways, I couldn't spot any leaks but these GUI/MUI spells give me headaches so I apologize if I missed something.
 
Level 11
Joined
Jul 2, 2008
Messages
601
Well, I found just one in-game glitch: If just after casting the ability I move the hero anywhere, the Thunder Clap SFX will be spawned not under the landing unit but about the middle between the hero and this unit. You should replace somehow the position of this SFX.

Well, now, about possible improvements (Of course, this is IMO): I have only one, you can make explosions be different on ground and in water (Just for eye-candy), leave it a Thunder Clap SFX on the ground, but if the unit is dropped into the water - let it be Naga Death SFX.

Your codding seemed fine to me, although I didn't look deeply into it, cause I know you as advanced spellmaker and you know how to use loops, indexing and remove leaks.

The thing I personally dislike (So I can't complain on it) - this is your style of makin Custom Comments in the triggers, but, well, that's the matter of your personal choice, maybe not such a common as we usually use, but okay.

Oh, and one question:

  • Animation - Change FS_target[index_loop] flying height to FS_constant[index_loop] at 1000000000.00
Why such a number, not zero? :)
 
Level 14
Joined
Oct 18, 2008
Messages
599
Well, I found just one in-game glitch: If just after casting the ability I move the hero anywhere, the Thunder Clap SFX will be spawned not under the landing unit but about the middle between the hero and this unit. You should replace somehow the position of this SFX.

Well, now, about possible improvements (Of course, this is IMO): I have only one, you can make explosions be different on ground and in water (Just for eye-candy), leave it a Thunder Clap SFX on the ground, but if the unit is dropped into the water - let it be Naga Death SFX.

Your codding seemed fine to me, although I didn't look deeply into it, cause I know you as advanced spellmaker and you know how to use loops, indexing and remove leaks.

The thing I personally dislike (So I can't complain on it) - this is your style of makin Custom Comments in the triggers, but, well, that's the matter of your personal choice, maybe not such a common as we usually use, but okay.

Oh, and one question:

  • Animation - Change FS_target[index_loop] flying height to FS_constant[index_loop] at 1000000000.00
Why such a number, not zero? :)

i will fix what you said and i also noticed that 2 ^^ , but the reason i make that 1000000 is because if i set it to 0 the unit wont move xD and we cant have that can we? (its the rate of how fast it moves so if i put move 15 at rate of 50 it will take longer than at a rate of 100000, plus anything below 1000 just makes it look ugly) also what does IMO mean? xD
 

Rmx

Rmx

Level 19
Joined
Aug 27, 2007
Messages
1,164
Lol told ya not to blink with that spell :D

Anyway why the picture says ... Slam Force and not Force slam :S weird ey :p

Checking spell out ... later review :D

Ok The review :


Idea - 2.5/5

Special effects - 1/5

In game Preview - 1/5

Triggering - 4/5

MY voice says - 2/5

TOTAL ... - ... 10.5 / 20

Well for starter it does not leak .. but not efficient .. you set points every 0.02 second and do not use them until last 0o

The going down effect is BAD ! really not kidding it just spam of effects blue all ...

Blinking isn't that really uncreative " OMG " !

....................................................................................................................................................................

Overall - Nice spell as request .. but if you did it and you invented that idea well shame on you D:

If it is requested .. i give 15/20 as total .. but as far as it is yours 10.5 / 20 :D

No offense just a simple review :D

Ohhh BTW +REP !
 
Last edited:
Level 17
Joined
Mar 17, 2009
Messages
1,349
Deut's Spell Review:

[-]

1. You could add Crow Form only once at the Init trigger instead of adding it every 0.03 seconds:
  • Unit - Add Crow Form to FS_target[index_loop]
  • Unit - Remove Storm Crow Form from FS_target[index_loop]
(spell loop)


2. A rate equal to zero is infinity, use 0.00 instead of 1000000000.00:
  • Animation - Change FS_target[index_loop] flying height to new_height[index_loop] at 1000000000.00
(spell loop)


3. Doesn't this subtract down to zero?
  • Set FS_count[index_loop] = (FS_count[index_loop] - FS_count[index_loop])
(spell loop)


4. Single-leveled.


5. Not creative.


6. Special effects aren't much attractive.


7. Lacks documentation on how-to-import.



[+]

8. MUI.


9. Leakless.


10. User friendly and - to a certain extent - adjustable.



[*]

10. I never used height before, so I might be wrong, but I think this would bug:
  • Set FS_constant[FS_index] = (Current flying height of FS_target[FS_index])
(spell init)
I mean, what if the unit is on some mountain, and the hero is somewhere down. When you cast the ability, the unit would be stuck up in the air.



[*]

This is a decent spell, yet lacks creativity. Triggering is also decent and only there are only a few minor issues to be fixed.

Well aaron, I would have expected something much more creative from you. Yet, this is a job well done ignoring idea and special effects.
 
Level 14
Joined
Oct 18, 2008
Messages
599
thanks for the review but its not single leveled.. it you look at the damage variable it depends on the distance multiplied by the level of ability.... and no it wont bug since its just a constant and it is there to help me always be able to put the unit back to its original flying height when the spell is over. also rate 1000000 is just as good xD, and i cant help if it isnt creative it was a request. but i will fix the rest.
 
Level 17
Joined
Mar 17, 2009
Messages
1,349
Ok sorry if I had any mistakes... and well yeah now it makes sense since it's a request... I would expect a better spell by you :p

Ummm, about the flying height constant, yeah if it varies with terrain than it's my bad and it doesn't really matter... as I said, I never worked with flying height...
 
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