Name | Type | is_array | initial_value |
Creep_Point | location | Yes | |
F_Integers | integer | Yes | |
F_ReachedFading | real | Yes | |
F_RFS_Caster | unit | Yes | |
F_RFS_MaxDamage | real | Yes | |
F_SetFadeValue | boolean | Yes | |
F_Time | real | Yes | |
F_Unit | unit | Yes | |
KB_GeneralIntegers | integervar | Yes | |
MAP_UNIT | unit | No | |
RF_AoE | real | No | |
RF_DamagePoint | location | No | |
RF_DamageTrees | boolean | No | |
RF_FallingTime | real | No | |
RF_MaxDamagePerRock | real | No | |
RF_MinDamagePerRock | real | No | |
RF_RockfallSequenceTimer | real | No | |
RF_RocksPerLevel | integer | No | |
RF_SineReals | real | Yes | |
RF_UnitGroup | group | No | |
RFA_Angle | real | Yes | |
RFA_Caster | unit | Yes | |
RFA_Distances | real | Yes | |
RFA_Group | group | No | |
RFA_HighSettings | real | Yes | |
RFA_Integers | integer | Yes | |
RFA_JumpHigh | real | Yes | |
RFA_MaxDmg | real | Yes | |
RFA_ReachedDistance | real | Yes | |
RFA_RealTimer | real | Yes | |
RFA_SpeedUnits | real | Yes | |
RFA_TempPoint | location | Yes | |
RFA_Unit | unit | Yes | |
RFAA_JumpHigh_Distance | real | No | |
RFAA_Speed | real | No | |
RFAA_TargetPoint | location | No | |
RFAA_Unit | unit | No | |
RFS_Caster | unit | Yes | |
RFS_Conjuring | boolean | Yes | |
RFS_ConjurPoint | location | No | |
RFS_DummyIntegers | integer | Yes | |
RFS_MaxDamage | real | Yes | |
RFS_NumberConjured | integer | Yes | |
RFS_NumberOfRocks | integer | Yes | |
RFS_Reals | real | Yes | |
RFS_TempPoint | location | Yes | |
RFS_Timer | real | Yes | |
RFSine_Caster | unit | Yes | |
RFSine_Integers | integer | Yes | |
RFSine_MaxDamage | real | Yes | |
RFSine_Unit | unit | Yes | |
Temp_Integer | integer | No | |
TK_SpecialEffect | modelfile | No |
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Rockfall
by Paladon
This spell is created for the Spells & Systems Mini-Contest #17 [S&SMC#17].
Enjoy testing ;)
How to import?
You only need the "Rockfall" Spell and the "Dummy" Unit from the Object Editor as well as the "Rockfall [Paladon]" category from the Trigger Editor.
Don´t forget to make use of the automatical creation of unknown variables while pasting the trigger data. You can find this option under File->Presettings->General.
Simply copy the named things into your map and apply the settings in the "Rockfall INI" trigger to your wishes.
Done ;)
To change the model of the rock, simply change the model of the "dummy" unit.
If you have any questions, feedback, further suggestions, whatever,
please register at http://www.hiveworkshop.com
and post your message in the spell´s thread
or send Paladon a PM (Personal Mail).
//Special thanks to Palaslayer for creating this great testmap\\
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ADDITIONAL INFORMATIONS
SPECIALS OF THIS SPELL
The following systems are created for this spell only, just in time of the contests duration.
This spell uses a modified version of my Projectile System.
This spell uses a modified version of my Apply Transparency System.
The crushing down of the rocks uses a growing acceleration.
The spell is completely MUI.
The "Rock Creation", "Sine Fall" and "callFadeEffect" triggers turn off themselves as soon as they are not needed anymore.
They additionally reset every variable data used for the trigger if they turn off by overwriting them upon reactivating.
These both functions are improving the efficiency a lot.
I recommend you to play around with the settings and to test again.
I especially liked to set the "RF_RocksPerLevel" to 20 and the "RF_FallingTime" to 5.00 seconds.
However, best wishes,
Paladon