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Almia
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  • R
    Fight me, I'll pierce you with my Mighty Kebab sword!
    R
    You win from the bet to presidential race, I'll give your prize.. :b
    Do you get error 503 all these times or are those different things? Where do you live?
    Wow. Your resources are all over the spell section.
    Lol I thought it was a bug that I almost make a thread for it.
    New to site contest. :3
    Is it late to join and claim my concept now>? (zephyr)
    R
    i really wanted to see what you look leik in reel life... :ogre_hurrhurr:
    Hey I found something on your spell Giga Drain. It also helped mine.
    When the particle fly over deep water, they will dive instead of fly. I changed the dummy movement type to Hover and everything became more realistic. Wonder if you're aware of this? Any consequences of using Hover?
    What do you mean? Is that the first page load? Can I get a screenshot?
    A
    Hey, could you please help once again with the deep and shallow water issue ?
    I don't know why the functions you showed me count every tile, not the water, as supposed.
    Custom script: call UnitAddAirborne(Temp_Target, 500, 1)

    I got an error Undeclared variable Temp_Target
    Hi again Almia, I was wondering how the airborne doesn't work in this trigger.


    Tempest Strike Damage
    Events
    Game - DamageEvent becomes Equal to 1.00
    Conditions
    (Level of Tempest Strike (Blind Monk) for DamageEventSource) Greater than 0
    IsDamageSpell Equal to False
    Actions
    Set Temp_Unit = DamageEventSource
    Set TempInteger = (Custom value of Temp_Unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Temp_Unit has buff Tempest) Equal to True
    Then - Actions
    Set DamageEventAmount = (DamageEventAmount + (0.30 x (Real((Intelligence of Temp_Unit (Include bonuses))))))
    Set Tempest_Count[TempInteger] = (Tempest_Count[TempInteger] + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Tempest_Count[TempInteger] Equal to 3
    Then - Actions
    Set Temp_Target = DamageEventTarget
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Temp_Target is alive) Equal to True
    (Temp_Target is A structure) Not equal to True
    (Temp_Target is Magic Immune) Not equal to True
    Then - Actions
    Set TempPlayer = (Owner of Temp_Unit)
    Set Temp_Location = (Position of Temp_Target)
    Set TempAbility = All Purpose Stun (Dummy Ability)
    Unit - Create 1 Dummy Unit for TempPlayer at Temp_Location facing Default building facing degrees
    Set Temp_Dummy = (Last created unit)
    Unit - Add a 1.50 second Generic expiration timer to Temp_Dummy
    Unit - Add TempAbility to Temp_Dummy
    Unit - Order Temp_Dummy to Human Mountain King - Storm Bolt Temp_Target
    Custom script: call UnitAddAirborne(GetEnumUnit(), 500, 1)
    Set Tempest_Count[TempInteger] = 0
    Unit - Remove Tempest buff from Temp_Unit
    Custom script: call RemoveLocation(udg_Temp_Location)
    Else - Actions
    Else - Actions
    Else - Actions
    Set Tempest_Count[TempInteger] = 0

    [/hidden]

    The hero that has a buff will stun the enemy unit on his 3rd attack and also I want to airborne the enemy unit.

    Also how can I check if the unit is airborne, how to call its function?
    Yow is this Custom script: call UnitAddAirborne(GetEnumUnit(), 500, 1)
    the only thing that I should put in order to send a unit into airborne?

    Like this?


    Ground Smash Stun
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to Ground Smash (Wood Golem)
    Actions
    -------- ------------------------------------------------------------------------------------------------- --------
    -------- Getting the Spell constants --------
    -------- ------------------------------------------------------------------------------------------------- --------
    Set Temp_Unit = (Triggering unit)
    Set Temp_Location = (Position of Temp_Unit)
    Set TempPlayer = (Owner of Temp_Unit)
    Set Temp_Stats = (Strength of Temp_Unit (Include bonuses))
    Set Temp_Ability_Level = (Level of (Ability being cast) for Temp_Unit)
    Set TempAbility = Ground Smash Stun (Dummy Ability)
    -------- ------------------------------------------------------------------------------------------------- --------
    -------- Setting the Spell values --------
    -------- ------------------------------------------------------------------------------------------------- --------
    Set Temp_Value = (70.00 x (Real(Temp_Ability_Level)))
    Set Temp_Total_Value = (Temp_Value + (0.30 x (Real(Temp_Stats))))
    Set Temp_Group = (Units within 300.00 of Temp_Location matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Owner of (Matching unit)) is an enemy of TempPlayer) Equal to True) and (((Matching unit) is Magic Immune
    -------- ------------------------------------------------------------------------------------------------- --------
    -------- Generating a unit group --------
    Unit Group - Pick every unit in Temp_Group and do (Actions)
    Loop - Actions
    Unit - Create 1 Dummy Unit for TempPlayer at Temp_Location facing Default building facing degrees
    Set Temp_Dummy = (Last created unit)
    Unit - Add a 1.50 second Generic expiration timer to Temp_Dummy
    Unit - Add TempAbility to Temp_Dummy
    Unit - Set level of TempAbility for Temp_Dummy to Temp_Ability_Level
    Unit - Order Temp_Dummy to Neutral - Firebolt (Picked unit)
    Unit - Cause Temp_Unit to damage (Picked unit), dealing Temp_Total_Value damage of attack type Normal and damage type Normal
    Custom script: call UnitAddAirborne(GetEnumUnit(), 500, 1)
    -------- ------------------------------------------------------------------------------------------------- --------
    -------- Clearing leaks --------
    -------- ------------------------------------------------------------------------------------------------- --------
    Custom script: call RemoveLocation(udg_Temp_Location)
    Custom script: call DestroyGroup(udg_Temp_Group)

    [/hidden]

    Anyway it works fine, I just want to clarify.
    Can you give me the vJASS Revive Hero code of THIS??

    As you can see, the revive is in GUI, then how's the vJASS??
    Hi there Almia, I was wondering if its possible to pause the unit as long as their airborne and unpause them when they are now on the ground?
    I know how to use lists, I can add one. But I don't want to use a hashtable with a struct because then I could have used a hashtable to create the whole system to begin with.

    edit:
    Should be said that I usually use my own list but that's impossible since it is not in the spell section.
    R
    Tangina di ako si binay! mapagbigay!
    Ahh, if it will be too much of a hassle then forget it.
    I thought you still remember your account that's why I asked you :)
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