Name | Type | is_array | initial_value |
harvester | unit | No | |
i | integer | No | |
i2 | integer | No | |
loc | location | No | |
loc2 | location | No | |
PHAngle | real | Yes | |
PHCaster | unit | Yes | |
PHDistance | real | Yes | |
PHMax | integer | No | |
PHReturn | boolean | Yes | |
PHSegment | unit | Yes | |
PHSegmentMax | integer | Yes | |
PHSpeed | real | Yes | |
PHTarget | unit | Yes | |
PHTargetGroup | group | No | |
TempArrayGroup | group | Yes | |
YOUDONTNEEDTHISGROUP | group | No | |
YOUDONTNEEDTHISGROUPEITHER | group | No |
___________________________________________________
____________________Psycho Hook____________________
________________________by_________________________
____________________XAOS_WIZARD____________________
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Credits to Blizzard and IceFrog
This spell uses 2D-Arrays and Dynamic Data Storage
Look it up in Hive's Tutorial/Spell Section for further information
Implementation:
1. Copy the ability, the dummy unit and the trigger data to your map
2. There is no "2."...that's it
3. (You may change all values of cause but be carefull with the ammount of dummys)
How does it work:
- The first unit of the array is moved twords the direction the caster is facing
- Everytime the first unit has moved a specific ammount a new one is created
- Every new unit follows the one which was created before
- If the max distance or the map bounds are reached all dummys are killed
- If a tree is hit by the first one it will be destroyed
- If a unit is hit the direction will be reversed:
- The 100. dummy is moved to the 99. which is moved to the 98. and so on...
- If a dummy comes next to the caster it will be hidden
- If the target moves next to the caster everything will be stopped and the dummys killed