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Ice Escape v1.00

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
well, this is my first spell so its not that great
I don't even know if it would be approved or not :3
anyway, its just another slide spell but with easier triggers and spell based
enjoy

Ice Escape
Activates Ice Escape to create ice path that let you slide on it. Gains spell immunity.
Lasts 10 seconds.

Keywords:
Ice, Snow, Slide, Escape
Contents

Ice Escape (Map)

Reviews
20:38, 3rd Nov 2010 The_Reborn_Devil: Sorry, but this is too simple, it's not MUI and it leaks. I would recommend you to look at our GUI tutorials to learn more about making spells MUI and how to avoid those nasty leaks. Status: Rejected...

Moderator

M

Moderator

20:38, 3rd Nov 2010
The_Reborn_Devil:

Sorry, but this is too simple, it's not MUI and it leaks. I would recommend you to look at our GUI tutorials to learn more about making spells MUI and how to avoid those nasty leaks.


Status: Rejected
Rating: N/A

If you feel my review is wrong, or if you have any questions, please don't hesitate to PM me. Have a nice day!
 
Level 37
Joined
Mar 6, 2006
Messages
9,240
You set locations like this:
  • Set IE_CastingUnitPoint = (Position of IE_CastingUnit)
But you don't clear them ever like this:
  • call RemoveLocation(udg_IE_CastingUnitPoint)
The offset location leaks:
  • Special Effect - Create a special effect at (IE_CastingUnitPoint offset by 100.00 towards...
You could replace the 16 create/destroy special effect lines with this:
  • For each (Integer loopA) from 0 to 7, do (Actions)
    • Loop - Actions
      • Special Effect - Create a special effect at (IE_CastingUnitPoint offset by 100.00 towards ((Real(loopA)) x 45.00) degrees) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
      • Special Effect - Destroy (Last created special effect)
^But fix the leak.

The spell is not MUI, it only works for one unit at the same time.

Don't use wait to turn off the looping trigger.

This condition also makes it not MUI:
  • (Ordered unit) Equal to IE_CastingUnit
Add the caster to a unit group, and check whether the orered unit is in unit group or not -> helps to make it MUI.

When the spell is cast, add the caster into a unit group. In the looping trigger, pick all units in the unit group.

The terrain change coul be made not permanent.

Maybe the terrain could be changed slightly ahead of the unit.

You need to improve this a lot, keep on practising.
 
You set locations like this:
  • Set IE_CastingUnitPoint = (Position of IE_CastingUnit)
But you don't clear them ever like this:
  • call RemoveLocation(udg_IE_CastingUnitPoint)
The offset location leaks:
  • Special Effect - Create a special effect at (IE_CastingUnitPoint offset by 100.00 towards...
You could replace the 16 create/destroy special effect lines with this:
  • For each (Integer loopA) from 0 to 7, do (Actions)
    • Loop - Actions
      • Special Effect - Create a special effect at (IE_CastingUnitPoint offset by 100.00 towards ((Real(loopA)) x 45.00) degrees) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
      • Special Effect - Destroy (Last created special effect)
^But fix the leak.

The spell is not MUI, it only works for one unit at the same time.

Don't use wait to turn off the looping trigger.

This condition also makes it not MUI:
  • (Ordered unit) Equal to IE_CastingUnit
Add the caster to a unit group, and check whether the orered unit is in unit group or not -> helps to make it MUI.

When the spell is cast, add the caster into a unit group. In the looping trigger, pick all units in the unit group.

The terrain change coul be made not permanent.

Maybe the terrain could be changed slightly ahead of the unit.

You need to improve this a lot, keep on practising.

thanx for the tips, I'll update this ASAP

EDIT

where do I put this?
  • call RemoveLocation(udg_IE_CastingUnitPoint)
The terrain change coul be made not permanent.
- how? plz teach me

when two units cast it, they share the same loop variable, could you plz take a look :3
thanx again
 

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