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Trigger Viewer

Dash v1.4 - By ArOn.w3x
Variables
Map Init
Melee Initialization
Dash
Dash Settings
Dash
Dash Loop

		
Name Type Is Array Initial Value
Dash_Ability abilcode No
Dash_Ability_Level integer Yes
Dash_Angle real Yes
Dash_AttackType attacktype No
Dash_C_Index integer No
Dash_Caster unit Yes
Dash_Damage real Yes
Dash_DamageType damagetype No
Dash_Distance integer Yes
Dash_Dummy unit No
Dash_DummyAbility abilcode No
Dash_DummyEffect unitcode No
Dash_DummyOffAttack unitcode No
Dash_Group group No
Dash_GroupCheck group No
Dash_Limit integer Yes
Dash_Limit_N integer No
Dash_M_Index integer No
Dash_Picked_Unit unit No
Dash_Point1 location Yes
Dash_Point2 location Yes
Dash_Point_Off_attack location Yes
Dash_Speed real Yes
Melee Initialization
  Events
    Map initialization
  Conditions
  Actions
    Visibility - Disable fog of war
    Visibility - Disable black mask
Dash Settings
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet Dash_Ability = Dash
    Set VariableSet Dash_DummyAbility = Dash (Off attack)
    Set VariableSet Dash_DummyEffect = Dummy (Dash)
    Set VariableSet Dash_DummyOffAttack = Dummy (Off attack)
    Set VariableSet Dash_AttackType = Spells
    Set VariableSet Dash_DamageType = Normal
    -------- as a normal effect set this to 2 (don't change this to more or you get not good effect :/) --------
    Set VariableSet Dash_Limit_N = 2
Dash
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Dash_Ability
  Actions
    Set VariableSet Dash_M_Index = (Dash_M_Index + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Dash_M_Index Equal to 1
      Then - Actions
        Trigger - Turn on Dash_Loop <gen>
      Else - Actions
    Set VariableSet Dash_Limit[Dash_M_Index] = Dash_Limit_N
    Set VariableSet Dash_Caster[Dash_M_Index] = (Triggering unit)
    Set VariableSet Dash_Angle[Dash_M_Index] = (Facing of Dash_Caster[Dash_M_Index])
    Set VariableSet Dash_Ability_Level[Dash_M_Index] = (Level of Dash_Ability for Dash_Caster[Dash_M_Index])
    Set VariableSet Dash_Damage[Dash_M_Index] = (75.00 x (Real(Dash_Ability_Level[Dash_M_Index])))
    Set VariableSet Dash_Speed[Dash_M_Index] = (10.00 + (5.00 x (Real(Dash_Ability_Level[Dash_M_Index]))))
    Set VariableSet Dash_Distance[Dash_M_Index] = (10 + (5 x Dash_Ability_Level[Dash_M_Index]))
    Unit - Turn collision for Dash_Caster[Dash_M_Index] Off.
Dash Loop
  Events
    Time - Every 0.03 seconds of game time
  Conditions
  Actions
    For each (Integer Dash_C_Index) from 1 to Dash_M_Index, do (Actions)
      Loop - Actions
        Set VariableSet Dash_Distance[Dash_C_Index] = (Dash_Distance[Dash_C_Index] - 1)
        Set VariableSet Dash_Point1[Dash_C_Index] = (Position of Dash_Caster[Dash_C_Index])
        Set VariableSet Dash_Point2[Dash_C_Index] = (Dash_Point1[Dash_C_Index] offset by Dash_Speed[Dash_C_Index] towards Dash_Angle[Dash_C_Index] degrees.)
        Unit - Move Dash_Caster[Dash_C_Index] instantly to Dash_Point2[Dash_C_Index]
        Set VariableSet Dash_Limit[Dash_C_Index] = (Dash_Limit[Dash_C_Index] - 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Dash_Limit[Dash_C_Index] Equal to 0
          Then - Actions
            Set VariableSet Dash_Limit[Dash_C_Index] = Dash_Limit_N
            Unit - Create 1.Dash_DummyEffect for (Owner of Dash_Caster[Dash_C_Index]) at Dash_Point2[Dash_C_Index] facing (Facing of Dash_Caster[Dash_C_Index]) degrees
            Set VariableSet Dash_Dummy = (Last created unit)
            Unit - Add a 0.40 second Generic expiration timer to Dash_Dummy
            Animation - Change Dash_Dummy's vertex coloring to (100%, 100%, 100%) with 50.00% transparency
            Animation - Play Dash_Dummy's walk (animationname) animation
            Set VariableSet Dash_Dummy = No unit
          Else - Actions
        Animation - Play Dash_Caster[Dash_C_Index]'s walk (animationname) animation
        Set VariableSet Dash_Group = (Units within 150.00 of Dash_Point2[Dash_C_Index] matching (((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Dash_Caster[Dash_C_Index]).) Equal to True)))) and (((Matching unit) is in Dash_GroupCheck.) Equal to False)).)
        Unit Group - Pick every unit in Dash_Group and do (Actions)
          Loop - Actions
            Set VariableSet Dash_Picked_Unit = (Picked unit)
            Unit - Cause Dash_Caster[Dash_C_Index] to damage Dash_Picked_Unit, dealing Dash_Damage[Dash_C_Index] damage of attack type Dash_AttackType and damage type Dash_DamageType
            Set VariableSet Dash_Point_Off_attack[Dash_C_Index] = (Position of Dash_Picked_Unit)
            Unit - Create 1.Dash_DummyOffAttack for (Owner of Dash_Caster[Dash_C_Index]) at Dash_Point_Off_attack[Dash_C_Index] facing Default building facing degrees
            Set VariableSet Dash_Dummy = (Last created unit)
            Special Effect - Create a special effect at Dash_Point_Off_attack[Dash_C_Index] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
            Special Effect - Destroy (Last created special effect)
            Unit - Add Dash_DummyAbility to Dash_Dummy
            Unit - Order Dash_Dummy to Neutral Brewmaster - Drunken Haze.Dash_Picked_Unit
            Unit - Add a 0.75 second Generic expiration timer to Dash_Dummy
            Unit Group - Add Dash_Picked_Unit to Dash_GroupCheck
            Custom script: call RemoveLocation(udg_Dash_Point_Off_attack[udg_Dash_C_Index])
            Set VariableSet Dash_Picked_Unit = No unit
            Set VariableSet Dash_Dummy = No unit
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                Dash_Distance[Dash_C_Index] Less than or equal to 0
                (Terrain pathing at Dash_Point1[Dash_C_Index] of type Walkability is off) Equal to True
          Then - Actions
            Unit Group - Remove all units from Dash_GroupCheck.
            Unit - Turn collision for Dash_Caster[Dash_C_Index] On.
            Hero - Create Invisibility Effect and give it to Dash_Caster[Dash_C_Index]
            Set VariableSet Dash_Limit[Dash_C_Index] = Dash_Limit[Dash_M_Index]
            Set VariableSet Dash_Angle[Dash_C_Index] = Dash_Angle[Dash_M_Index]
            Set VariableSet Dash_Ability_Level[Dash_C_Index] = Dash_Ability_Level[Dash_M_Index]
            Set VariableSet Dash_Damage[Dash_C_Index] = Dash_Damage[Dash_M_Index]
            Set VariableSet Dash_Speed[Dash_C_Index] = Dash_Speed[Dash_M_Index]
            Set VariableSet Dash_Distance[Dash_C_Index] = Dash_Distance[Dash_M_Index]
            Set VariableSet Dash_Caster[Dash_C_Index] = Dash_Caster[Dash_M_Index]
            Set VariableSet Dash_C_Index = (Dash_C_Index - 1)
            Set VariableSet Dash_M_Index = (Dash_M_Index - 1)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Dash_M_Index Equal to 0
              Then - Actions
                Trigger - Turn off (This trigger)
              Else - Actions
          Else - Actions
        Custom script: call RemoveLocation (udg_Dash_Point1[udg_Dash_C_Index])
        Custom script: call RemoveLocation (udg_Dash_Point2[udg_Dash_C_Index])
        Custom script: call DestroyGroup (udg_Dash_Group)