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hello, I noticed there is no knockback system which basicly is a nicer version of a stun so I decided to create one if, you most likely know this if you play leauge of legends (LoL). It is GUI and easy to use.
init
Events
Map initialization
Conditions
Actions
Hashtable - Create a hashtable
Set KUS_hash = (Last created hashtable)
prepare
Events
Conditions
Actions
Custom script: local integer h = GetHandleId(udg_KUS_target)
Set KUS_knockup = True
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Knockup system GUI | Reviewed by Maker | 17th Feb 2013
APPROVED
Simple to use and useful.
Suggested changes
Do this only if KUS_knockup is true, it can cause leaks otherwiseIf (All Conditions are True) then do (Then Actions) else do (Else...
changed stuff
-bug fixed
-variable names changed
-added more variables
-added config
-effect, animation, speed and heigh is now set in the demo trigger insted of the init trigger
-flying units height is now reseted properly
-loop now turns of when group is empty
-changed the function name to "PrepareKnockUp"
-crow form wont be removed for units that allready got the ability
-uses unitpropwindow insted of pause unit
-added a local integer for one of the handles
1. hm ok I will fix that
2. well it could be that but I thought it would be nice with a general height but I guess your right since you might use it to more than one spell in a map
3. did not think of that I will put it in a ITE
4. what do you suggest then? that is a good way to make sure the unit wont move somewhere. should I move it to the original location insted?
5. true, will do
6. hm, if I set the units fly height to default and its a ground unit it will be set to 0 right?
4. what do you suggest then? that is a good way to make sure the unit wont move somewhere. should I move it to the original location insted?
6. hm, if I set the units fly height to default and its a ground unit it will be set to 0 right?
4. Custom script: call SetUnitPropWindow(unit, 0)
Reset it with SetUnitPropWindow(unit, GetUnitDefaultPropWindow(unit))
6. Yes, it should work like that.
-effect, animation, speed and heigh is now set in the demo trigger insted of the init trigger
-flying units height is now reseted properly
-loop now turns of when group is empty
-changed the function name to "PrepareKnockUp"
-crow form wont be removed for units that allready got the ability
@maker what do that script do I have never used i before.
to do:
add a local integer for hashtable key
find a better way to stun the unit
[QUOTE="gorillabull']knockup means to get some 1 to have a baby[/QUOTE]
yeah i translate it to some translater and...... yes that the mean like gorillabull say
1. created a new trigger insted of a function inside the init trigger
2. the hashtble is now created in GUI this fixed a import issue since it did not copy the variable correctly.
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