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Meteorsystem [Gui,Mui] v1.0

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Gives you the possibility to make anything fly from the sky in a certain aoe (similar to rain of fire) for an unlimited amount of units/doodads/missiles/... anything you can think of

*Gui, mui, epic, leakless (as always)
*Test map attached
*inculdes a documentation AND a test spell
*Easy configuration
*Lots of things you can do with it (make it rain tables or lightning balls or altars or rocks or iceballs or tornados or animals or...)

Meteorsystem
BTNReplenishMana.png
The caster spawns a huge storm which results in stuff flying down on enemy units.
Level 1: 20(x10) initial damage (-25% MS for 4s)
Level 2: 35(x10) initial damage (-30% MS for 5s)
Level 3: 55(x10) initial damage (-45% MS for 6s)

Get it while it's hawt :>

Keywords:
spell, system, meteor, doodads, units, mui, gui, squiggy, epic, lulz,
Contents

Meteor System (Map)

Reviews
14:21, 3rd Apr 2009 Eccho: Squiggy, the effects and idea was lulzy indeed, but in a positive way:p Nothing wrong here. However I have a few things to say about your code, which is, frankly, it's almost lacking. Also, the spell technique you are...

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Moderator

14:21, 3rd Apr 2009
Eccho:

Squiggy, the effects and idea was lulzy indeed, but in a positive way:p Nothing wrong here. However I have a few things to say about your code, which is, frankly, it's almost lacking. Also, the spell technique you are using is complex. However it is approved and useful. But take a look at my reply in the thread and fix a few things.
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
I think this more looks like a spell than a system...
I don't like using of too many abilites/buffs/units in any custom spell/system and yours has a lot of them...
Still it's funny but you could have used a dummy.mdx model and attach it to 1 unit, then instead of using bunch of dummy units you could simply attach difrent models to one dummy...
Nice for lulz, i worked on a lulz spellpack recently but got bored...
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
Just try what i said instead of using MS_unit use MS_string which will use difrent strings instead of units, then instead of 10 units make one, give it the imported dummy.mdx model and simply attach random models to it...
This will reduce the number of units so it makes the system more user friendly...
 
Level 18
Joined
Oct 18, 2007
Messages
930
Spell Evaluation

Info
This review was done by Dynasti.
If you got a question about this review then please leave me a visitor message

Triggering/Scripting - 3/5

A lot of it was good Squiggy, good to see you making progress in your overall WE skill.

The triggering is nice but could have been better. Example:
  • spelltrig2
    • Events
      • Time - Every (Random real number between 0.30 and 0.80) seconds of game time
    • Conditions
    • Actions
      • -------- ... --------
This time event will only be random one time, then it will repeat. My advice, use a timer.

And I think you could have done this more advanced instead of a death event with a timed drop. If you had used a Z movement instead it would look more realistic and good.( This means also if you do it this way you can remove those dummy abilities like TC and WS )​

Visual Effects - 0/5

-​

Documentation - 4/5

Documentation is very good at some points, noobs would actually learn much from this :). But I have to say that it could have been better at some places, like explanation of the dummy abilities and such.​

Idea - 0/5

-​

Rating

7/10 Useful
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Nice system Squiggy but I would have expected more from you. Keep it up mate ;)
+rep and thumbs up for approval!
 
Last edited:
Level 23
Joined
Nov 29, 2006
Messages
2,482
Squiggy, these are the things you should take a look at.

  • Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Spells\Human\Polymorph\PolyMorphTarget.mdl
  • Set MS_temp_eff = (Last created special effect)
  • Custom script: call DestroyEffect(udg_MS_temp_eff)
I wonder why you do this. It might be very minor, but it would be much faster to destroy the last created spell effect instead (there is an action). You do this twice, once in the spelltrig2 and once in the spelltrig3

Spelltrig3 does also leak a point.

I personally would remove all units having a doodad model. They does not look good at all when dying.

Edit: It is pointless to have a timer event with a random interval set. This is just determined at the start of everytime you initialize the map. And Dynasti has mentioned it too.
 
Level 28
Joined
Mar 25, 2008
Messages
2,955
Squiggy, these are the things you should take a look at.

  • Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Spells\Human\Polymorph\PolyMorphTarget.mdl
  • Set MS_temp_eff = (Last created special effect)
  • Custom script: call DestroyEffect(udg_MS_temp_eff)
I wonder why you do this. It might be very minor, but it would be much faster to destroy the last created spell effect instead (there is an action). You do this twice, once in the spelltrig2 and once in the spelltrig3

Spelltrig3 does also leak a point.

I personally would remove all units having a doodad model. They does not look good at all when dying.

Edit: It is pointless to have a timer event with a random interval set. This is just determined at the start of everytime you initialize the map. And Dynasti has mentioned it too.
Urr yeah.. I was told that destroying it instantly leaks o_O
Gotta change this back to normal
 
Level 23
Joined
Nov 29, 2006
Messages
2,482
Hm, I dont know who told you, but it seems very unlogical that it should leak.

This is how the functions looks like:
JASS:
function AddSpecialEffectLocBJ takes location where, string modelName returns effect
    set bj_lastCreatedEffect = AddSpecialEffectLoc(modelName, where)
    return bj_lastCreatedEffect
endfunction

function AddSpecialEffectTargetUnitBJ takes string attachPointName, widget targetWidget, string modelName returns effect
    set bj_lastCreatedEffect = AddSpecialEffectTarget(modelName, targetWidget, attachPointName)
    return bj_lastCreatedEffect
endfunction

function DestroyEffectBJ takes effect whichEffect returns nothing
    call DestroyEffect(whichEffect)
endfunction
 
Level 10
Joined
Jun 1, 2008
Messages
485
Squiggy, for the spelltrig3, that trigger when Meteor unit dies, you can make it more simple in condition.
Like, give the Meteor Unit an ability, then add this condition:
  • Conditions
    • (Level of Dummy Ability for (Triggering unit)) Not equal to 0
 
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