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Triggers
Disarm.w3x
Variables
Initialization
Melee Initialization
Disarm
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To copy
Disarm on hit
Disarm when struck
Disarm cast
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
TempPoint1
location
No
TempPoint2
location
No
TempPoint3
location
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Entire map)
These spells are mui because obviously the triggers are too short for any bugs to happen, disarm was inspired by world of warcraft, and i know the spell doesnt seem to hard to make, i just made for those few out there who don't know how to do spells all that well, if you wish to make any changes to the spells such as targeting (non-structure) or whatever the case may be feel free too, if you use this in a map of yours please give credits for the spells to me, this spell is completely leakless and is able to be used by multiple people at once, these spells and triggers are VERY generic so you shouldn't have any troubles editing, if you wish to change special effects you can do so by editing the buff or the spell itself, the actual spell is called Disarm(dummy) OH and, disarm on cast MUST have a short stun on it or it will not function properly.
First copy the buffs, then copy all the spells, then create appropriate varriables and edit things accordingly, then copy the dummy unit and make sure the dummy actually gets the spell, be sure to edit the custom script call RemoveLocation(udg_TempPoint1) or whichever variable you change to ensure the leaks are removed.
Disarm on hit
Events
Unit - A unit Is attacked
Conditions
(Level of Disarm (on hit) for (Attacking unit)) Greater than 0
Actions
Set Variable Set TempPoint1 = (Position of (Attacked unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 100) Less than or equal to (((Level of Disarm (on hit) for (Attacking unit)) x 5) + 5)
Then - Actions
Unit - Create 1 Disarm[Dummy] for (Owner of (Attacking unit)) at TempPoint1 facing TempPoint1
Unit - Set level of Disarm (dummy) for (Last created unit) to (Level of Disarm (on hit) for (Attacking unit))
Unit - Order (Last created unit) to Neutral Dark Ranger - Silence . TempPoint1
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
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