Name | Type | is_array | initial_value |
DamageTypeCode | integer | No | |
Portal_active | boolean | Yes | |
Portal_activeFX | string | Yes | |
Portal_arrivalFX | string | Yes | |
Portal_ConfigIndex | integer | Yes | |
Portal_delay | real | Yes | |
Portal_delayFX | string | Yes | |
Portal_delayFXAbil | abilcode | Yes | |
Portal_departureFX | string | Yes | |
Portal_dummy | unit | No | |
Portal_FX | effect | Yes | |
Portal_group | group | No | |
Portal_INDEX_CASTER | integer | No | |
Portal_INDEX_TARGET | integer | No | |
Portal_INDEX_TRAVELLER | integer | No | |
Portal_isTeleporting | boolean | Yes | |
Portal_loc1 | location | No | |
Portal_loc2 | location | No | |
Portal_loc3 | location | No | |
Portal_loc4 | location | No | |
Portal_missileDummy | unitcode | Yes | |
Portal_missileFXAbil | abilcode | Yes | |
Portal_missileHeight | real | Yes | |
Portal_missileSpeed | real | Yes | |
Portal_missileTargetable | boolean | Yes | |
Portal_missileUseOwnMovement | boolean | Yes | |
Portal_portal | unit | Yes | |
Portal_preventAllies | boolean | Yes | |
Portal_range | real | Yes | |
Portal_SeverAbility | abilcode | No | |
Portal_targeted | unit | Yes | |
Portal_teleMissiles | group | No | |
Portal_traveller | unit | No | |
UDex | integer | No | |
UDexGen | integer | No | |
UDexNext | integer | Yes | |
UDexPrev | integer | Yes | |
UDexRecycle | integer | No | |
UDexUnits | unit | Yes | |
UDexWasted | integer | No | |
UnitIndexerEnabled | boolean | No | |
UnitIndexEvent | real | No |
//TESH.scrollpos=0
//TESH.alwaysfold=0
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
//
// PORTAL SYSTEM v2.5 by Spellbound
//
// The Portal System allows you to teleport your units from one portal to another. Use the Connect Portal skill to link two Portals - this means Portals are buildable.
// A Portal that is already connected can connect to one that is not active, thus disconnecting from it's current counterpart to connect to the new one. You can make teleportation
// work via missiles (that can be configured to be killable) or have delays before teleporting. Check out the Demo Portal folder for templates to use. Conncet Portal 1 has
// detailed explanation on each variable.
//
// Also, reciever Portals will make your units move to their rally points if they have one.
//
//
// REQUIRED:
// Unit Indexer, by Bribe http://www.hiveworkshop.com/forums/spells-569/gui-unit-indexer-1-2-0-2-a-197329/
//
//
// INSTALLATION:
// - Make sure that in File > Preferences > General, the box next to 'Automatically create unknown variables while pasting trigger data' is ticked.
// Then copy the Variable Creator trigger to your map so that the variables are automatically generated. You may then delete it.
// - Copy the Requirements folder to your map.
// - Copy the Sever Connection ability to you map.
// - Unless you already have a dummy unit, import the dummy.mdx model by Vexorian and copy one or all of the Portal Carrier (Dummy Unit - [type]) from this map to yours.
// - Your dummies must have storm crow form if you do not use GUI Auto Fly or Auto Fly
// - Copy the Portals folder to your map.
// - In Portal Connect, set Portal_SeverAbility to Sever Connection (Required) or any non-target spell you want your portals to use to disconnect from a sister portal.
// - Copy any of the four templates (recommended) alongside their corresponding abilities in the Object Editor (always copy units/abilities before triggers).
// For example, Connect Portal 1 uses delayFX - Connect Portal 1 and FX - Blue Energy in it's setup. It also uses a flying dummy unit, so copy that as well if
// you don't have a dummy unit.
// - Save your map.
// You're all done!
//
//
// CUSTOMISATION:
// - All customisation is done in the Connect Portal triggers in the Template folder. In there you may change the various special effects for departure/arrival
// fx, active portal fx, the range at which the portal may catch units to teleport, allowing allies through or not, the use of a missile to carry the units,
// it's height, and what unit will that missile be. The latter means you can chose to have a missile that can be shot down, effectively terminating the
// teleportation prematurely. Keep in mind while I have not put in conditions to prevent flying units from using the Portals, the special effect will display
// at their location, at ground level. If this bothers you, consider using flying dummy units to which you attach a special effect. You'll have to modify
// Portal Periodic for that.
// - Connect Portal 1 - 4 are template triggers. Consider copy/pasting them to your map, and then modifying their configurables.
//
//
// SPECIAL THANKS:
// Bribe, for his wonderful Unit Indexer and letting me know that detecting pathing would be very annoying to deal with in-game :P
//
//
// VARIABLES:
// Portal_activeFX - this is the special effect that will attach to your active Portals. The effect can be changed in Connect Portal.
// Portal_departureFX - this is the special effect that plays when a unit uses a Portal. The effect can be changed in Connect Portal.
// Portal_arrivalFX - this is the special effect that plays when a unit exits a Portal. The effect can be changed in Connect Portal.
// Portal_range - that's the range at which the Portals will pick unit for teleportation.
// Portal_delay - whether you Portals have a delay before they teleport units. Units that move outside their reach (like through knockback)
// will automatically reingage the Portal. If set to 0, the teleportation is instantaneous.
// Portal_delayFXAbil - this is an ability that carries the special effects to apply on your units when there is a delay, to indicate teleportation
// has started. I use an ability here instead of a special effect because abilities can have up to 6 effects, each with their own attachment
// points if you so desire.
// Portal_missileSpeed - if set to 0 or lower, the teleportation is instantaneous. Otherwise, will shoot a missile that will teleport
// units when it reaches the sister Portal. If sister Portal is destroyed before it's reached, the missile and unit is carries
// are both killed.
// Portal_missileDummy - this is the dummy unit that will serve as your missile. I made this configurable in case you would want to have missiles
// that can be destroyed or have missiles that have to walk to the sister Portal. Refer to Connect Portal 3 and 4.
// Portal_missileHeight - the height of your missile. If missile speed is 0 or lower, this does nothing.
// Portal_missileFXAbil - this is ability that carries the special effects of your missile. Can be overlooked if your dummy unit has a
// model already.
// Portal_preventAllies - setting this to TRUE will prevent allies from using your Portal.
// Portal_missileTargetable - setting this to TRUE will remove locust from your missile units, making them targetable.
// Portal_missileUseOwnMovement - setting this to TRUE will order the missile to move instead of moving them by triggers. This is useful if you want
// your missile to respect pathing.
//
// The rest of the variables should not be meddled with.
//
//
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////