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Jump System [Paladon]

Self-explaining.

Jump System, created due to a request.
MUI etc.
In fact, too simple. I don´t really dare to upload it.
Thanks to TheBlooddancer for persuading me.

Keywords:
Jump, System, High,
Contents

Jump n´ Dash System [Paladon] (Map)

Reviews
12:27, 8th Feb 2009 Hanky: Advice: 5 points are the highest rating and 1 point is the lowest rating. Documentation: 5 Visual Effects: 5 Triggering: 5 Idea: 4 Perfect GUI Triggering, everything leakless, system is MUI and good...
Dynasti
:D Good job anyways :P Edit: This rewiew was done by Dynasti. If you have any questions about this review, please contact me by using PM or Profile Visitor Message Idea/Creativity : 4/10 Scripting : 8/10 Balance : N/A/10 Ability Tooltip ...

Moderator

M

Moderator

12:27, 8th Feb 2009
Hanky:
Evaluation

Rating Points
Advice: 5 points are the highest rating and 1 point is the lowest rating.

Documentation: 5
Visual Effects: 5
Triggering: 5
Idea: 4
Rating Comment

Perfect GUI Triggering, everything leakless, system is MUI and good documentation, that must be Paladon. I just can highly recommend to use this system.
Advice: If you didn't understood my rating or if you maybe have questions because you don't know how to fix bugs or leaks etc. You can always send a private message to me. I will answer as soon I got time.
 
Level 18
Joined
Oct 18, 2007
Messages
930
:D Good job anyways :p

Edit:
Spell Review
Info
This rewiew was done by Dynasti. If you have any questions about this review, please contact me by using PM or Profile Visitor Message
Review
Idea/Creativity : 4/10
Scripting : 8/10
Balance : N/A/10
Ability Tooltip : N/A/10
Efficiency : 6/10

Is Multi-Player Instanceable : []
Is Multi Instanceable : []

Extra
Is MPI : +1
Is MUI : +3
Final Rating : 4 + 8 + N/A + N/A + 6 + 1 + 3 = 22
Status : Recommended
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Rating System
0 - 10 = Unacceptable
10 - 20 = Lacking
20 - 30 = Useful
30 - 40 = Recommended
40 - 50 = Highly Recommended
Viewer's Note
Really Great jump system for GUI Users. I would recommend this to GUI users if it is this they are looking for.
 
Last edited:

sentrywiz

S

sentrywiz

Guys Im new here so how can I download this spell, all I see is screenshot.

I've been searching for something like this for ages. Thanks

Nevermind I'm blind as a bat with broken glasses...
 
Last edited by a moderator:
Level 11
Joined
Jul 2, 2008
Messages
601
Is there a way to copy and paste Variables from one map to another?

Yes, open your World Editor, than press "File" button, search here "Options" button (It's 4th from the bottom of the list) and open it. Then switch on the "Automatically create unknown variables during pasting the triggers" (Dunno how this should be written in English clearly, but from my translation this seems to be so; and it's the second square from the bottom again).

RiPiG said:
Do anyone know how to do this spell to damage a unit?

Do you mean the spell damage enemies on landing? There is no way except using additional trigger combined with indexing or local variables with waits (which is a bit buggy and difficult).
 

Bel

Bel

Level 2
Joined
Oct 6, 2009
Messages
19
Freakin' kick. ass. - you're great at this trigger stuff.

I'm going to use this in the role-playing map i'm developing.

Major credits to you..

Oh, um, and is it a good idea to use this for a base trigger for something like "Jump attack" ? i cant find any spells where like, someone jumps into the air, slams the ground then knocks everyone back.. that's kind of a spell i've been wanting. but it's taking ages for my current spellmaker to do it.
 
Level 7
Joined
Nov 22, 2004
Messages
192
Is there a way to chnge animation while jumping. I have a model with jump animation and I would like to apply to this jump system. I have tried a few things but to no avail.

I don't know if it is possible with this system, because I think animation is paused while in flight?

Please help if you can.
 
Level 2
Joined
Nov 9, 2008
Messages
19
@supertoinkz - It's because the frog has movement speed and is not stationary. You can only force animations on a non-moving unit. So if you want the animations then you need to make the unit have 0 movement and no movement type.

Might I ask if there's a fix to the system when your unit dies in mid-air? Actually when a unit dies in mid-air the triggers bug and you can't jump again. Is there any way to fix this?
 
Level 21
Joined
Aug 9, 2006
Messages
2,384
redscores's Rating Points:
Documentation: 3
Visual Effects: -
Triggering: 4
Idea: 3

*

Paladon's Rating Points:
Documentation: 5
Visual Effects: 5
Triggering: 5
Idea: 4

--'

Ive never said mine is better, but mine is older ;). And guess what? you should not say anything before you get a single spell which is rated with *Recommended*...
 
Level 1
Joined
Nov 20, 2010
Messages
5
likes, but I have a problem if I use this with The_Witchers first person movement... I can jump on a wall and then walk around. I modded it and made the ability based off fan of knives and modded a bit of the code to make the unit continue playing the walk ability, if you want to i can send you the modded map. please help :D
 
Level 2
Joined
Apr 24, 2014
Messages
15
I wanted this to change to passive of Rengar from league of legends, and i have managed to do that but with a little problemo(Just changed the spell to order, and order to attack and some other simple stuff rly), i dont know how to make a requirement that you have to be in a certain place like a bush to make him jump on the target and not like every time i attack :S

Im just doing this for fun, there is already a lee sin(my main champ) spell pack and my friend plays only rengar so i wanted to make a map (lee vs rengar) for funz
 
Level 6
Joined
Mar 23, 2016
Messages
35
Isn't there any way really to add/make a post-land trigger option? I've already tried timers with conditions but it's not the same and I'm out of options.
I want a unit to jump towards a target and order the jumping unit to attack the target, possiblty dealing damage when it lands.

(yes there's still people modding maps and using your system to this very day ;D
Let Warcraft never die out!)
 
Level 13
Joined
Jul 15, 2007
Messages
763
This is a nice and easy to use GUI-based jump system. It's very easy to configure your own abilities and to add extra actions (such as damage/healing/no jumping over impathable terrain).

My only complaint is that units will display their Stand animation by default, since moving a unit directly with a GUI function resets their animation. This is concealed in the test map since the test jumper uses the frog critter model (which has limited animations anyway). Obviously if you make a unit like a Footman jump, and it's just standing as it jumps, it looks a bit stupid.

I know you can move units whilst retaining their animations by moving them by co-ordinates, but i wouldn't know how to change this system to use that.

4/5
 
Level 6
Joined
Jul 23, 2018
Messages
243
Nice, this will do
Edit: I think you could create the effect after landing is before the trigger is turned off?
 
Last edited:
Level 23
Joined
Jun 26, 2020
Messages
1,838
Your system is good, but not perfect, I added it a Dynamic Indexing to not use a unit group and a event when the unit stops jump (Use Nojump_event becomes Equal to 1.00 and Nojump_Unit to refer to that unit).
  • Jump System 2
    • Events
      • Tiempo - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer JD_Integers[3]) from 1 to JD_Integers[2], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • JD_ReachedDistance[JD_Integers[3]] Less than JD_Distances[JD_Integers[3]]
            • Then - Actions
              • Animation - Queue JD_Unit[JD_Integers[3]]'s JD_Animations[JD_Integers[3]] animation
              • Set JD_TempPoint[1] = (Position of JD_Unit[JD_Integers[3]])
              • Set JD_TempPoint[2] = (JD_TempPoint[1] offset by JD_SpeedUnits[JD_Integers[3]] towards JD_Angle[JD_Integers[3]] degrees)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • JD_TreesDestroy[JD_Integers[3]] Equal to True
                • Then - Actions
                  • Destructible - Pick every destructible within 150.00 of JD_TempPoint[2] and do (Destructible - Kill (Picked destructible))
                • Else - Actions
              • Unit - Move JD_Unit[JD_Integers[3]] instantly to JD_TempPoint[2]
              • Set JD_ReachedDistance[JD_Integers[3]] = (JD_ReachedDistance[JD_Integers[3]] + JD_SpeedUnits[JD_Integers[3]])
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Random integer number between 1 and 5) Equal to 1
                • Then - Actions
                  • Special Effect - Create a special effect attached to the chest of JD_Unit[JD_Integers[3]] using JD_Effect[JD_Integers[3]]
                  • Special Effect - Destroy (Last created special effect)
                • Else - Actions
              • Set JD_RealTimer[JD_Integers[3]] = (JD_RealTimer[JD_Integers[3]] + (180.00 / (JD_Distances[JD_Integers[3]] / JD_SpeedUnits[JD_Integers[3]])))
              • Set JD_JumpHigh[JD_Integers[3]] = ((Sin(JD_RealTimer[JD_Integers[3]])) x JD_HighSettings[JD_Integers[3]])
              • Animation - Change JD_Unit[JD_Integers[3]] flying height to JD_JumpHigh[JD_Integers[3]] at 1000000000.00
              • Custom script: call RemoveLocation (udg_JD_TempPoint[1])
              • Custom script: call RemoveLocation (udg_JD_TempPoint[2])
            • Else - Actions
              • Set Nojump_Unit = JD_Unit[JD_Integers[3]]
              • Set Nojump_event = 0.00
              • Set Nojump_event = 1.00
              • Unit - Turn collision for JD_Unit[JD_Integers[3]] On
              • Animation - Change JD_Unit[JD_Integers[3]]'s animation speed to 100.00% of its original speed
              • Animation - Reset JD_Unit[JD_Integers[3]]'s animation
              • Set JD_RealTimer[JD_Integers[3]] = 0.00
              • Set JD_Distances[JD_Integers[3]] = JD_Distances[JD_Integers[2]]
              • Set JD_ReachedDistance[JD_Integers[3]] = JD_ReachedDistance[JD_Integers[2]]
              • Set JD_SpeedUnits[JD_Integers[3]] = JD_SpeedUnits[JD_Integers[2]]
              • Set JD_Unit[JD_Integers[3]] = JD_Unit[JD_Integers[2]]
              • Set JD_Angle[JD_Integers[3]] = JD_Angle[JD_Integers[2]]
              • Set JD_Effect[JD_Integers[3]] = JD_Effect[JD_Integers[2]]
              • Set JD_Animations[JD_Integers[3]] = JD_Animations[JD_Integers[2]]
              • Set JD_TreesDestroy[JD_Integers[3]] = JD_TreesDestroy[JD_Integers[2]]
              • Set JD_HighSettings[JD_Integers[3]] = JD_HighSettings[JD_Integers[2]]
              • Set JD_Integers[3] = (JD_Integers[3] - 1)
              • Set JD_Integers[2] = (JD_Integers[2] - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • JD_Integers[2] Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else Actions
 
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