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Alien Abduction V. 1.3

Alien Abduction

Calls down an Alien Space Craft to take away their new guinea pig of your choosing.
Targets only Neutral and Enemy NON-Hero Units, because it takes them away forever. (Kills them)
Next Version will have them return the abducted unit after they are finished with it. eeewwww Maybe casting a short Hex or something on them upon return. Dunno yet.

Only 1 level. What are you gonna do, Kill it harder??
Is MUI, have fun. =D
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*Updates*
V 1.1 - Added documentation,
Reset FH of target to 0 to avoid revival of floating unit, Being cautious there.
Added a new SFX to the ship when it "Warps" in.
Alright! Just got that UFO model in there. It is 6:10PM CTZ in USA.

V 1.2 - Added a new bit of eyecandy =D (Hint: zoom in a bit to fully see it)
Fixed bug with the target liftin too early. Now everything triggers perfectly

V 1.3
Fixed tractor beam appearing on spell cast.
Added that trigger that stops a unit from casting the spell on a unit already being abducted.
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I can't add too much eyecandy, if i did you wouldnt even be able to see what's happening. Any suggestions for SFX would be appreciated, Ill definately credit you for the idea of it.

Keywords:
Alien, Abduction, space, craft, cow, sheep, ufo, area 51
Contents

Alien Abduction Spell (Map)

Reviews
10:26, 14th Jun 2009 hvo-busterkomo: Looks leak free and MUI (it was also reported being so by others). The effect is original. Approved with a 4/5 rating.

Moderator

M

Moderator

10:26, 14th Jun 2009
hvo-busterkomo: Looks leak free and MUI (it was also reported being so by others). The effect is original. Approved with a 4/5 rating.
 
Level 31
Joined
May 3, 2008
Messages
3,154
You can make the code much cleaner by setting it to 0 instead of millions.

  • Animation - Change Saucer_Unit[Inter_A] flying height to ((Current flying height of Saucer_Unit[Inter_A]) + 10.00) at 0.00
I make a quick view over it, seems to be using index system and fully MUI.

Documentation at trigger files and tooltips could be improve. Right now it was missing hotkeys.

This is a example of a spells with proper coding that we want, even though this spells would be suitable for some funny generic maps and doesn't suit for the others.

Overall - 4/5
 
Level 9
Joined
Apr 7, 2008
Messages
176
DOH, yea crap. Youre right Septimus and thank you. I forgot to add a Hotkey, though it would probably be changed by the user of the spell in their map. But i'll add one. and some more Documentation. 4/5? wow, took me like 2 hours, Ill try to make it more creative and Beautiful and go for that 5/5 :D

Oh, DarkFrog that link u sent me was removed or something. :(

Edit*
You can make the code much cleaner by setting it to 0 instead of millions.

  • Animation - Change Saucer_Unit[Inter_A] flying height to ((Current flying height of Saucer_Unit[Inter_A]) + 10.00) at 0.00
hey cool that actually works, and it does look alot better. I would +rep you but it says I gave u too much already. :p
 
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Level 17
Joined
Mar 17, 2009
Messages
1,350
  • Spell Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set AB_Cast_Number = 0
      • Set Saucer_Duration = 0
      • Trigger - Turn off (This trigger)
This is unnecessarily. When you pick a variable in the variable editor, it usually has an initial value which is defaulted to zero ;)

So no need to do this...


I don't really like the spell idea - although it is creative - since it can't be used in all types of maps.

Good job however!

Btw, what makes it MUI? I don't see any indexing system or local variables :p
 
Level 9
Joined
Apr 7, 2008
Messages
176
Yea, i just wanted to make sure that they are initially zero to start off. Because if something happens and they are not it wont work. Just being safe. :D
And not MUI??? Please tell me you're joking.
For anyone who has questions about MUI, (Except Msaeed28 becuase he is joking) thats why I put 2 of the exact same guys with the exact same spell on the map. Thats MUI, them being able to do it at the same time without causing bugs.
 
Level 9
Joined
Apr 7, 2008
Messages
176
Make units move slow after abduction. Because you know, the unit has a hard time walking after it. Yea I'll say it ANAL PROBE.

ANAL PROBE. ROFL ROFL ROFL
I dunno about it though the humor may be lost on some individuals. For now Im thinking make the UFO cast Hex on the unit and they run around as a critter for awhile. Thanx though. Keep those suggestions coming. =D

Yo its cool DarkFrog, he was just making sure I got the model. It is perfect for the spell. Thanx guy
 
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Rmx

Rmx

Level 19
Joined
Aug 27, 2007
Messages
1,164
well i didn't download the spell ....... But i think he uses CUSTOM VALUES for units thus making it MUI but will bug if another spell uses custom values :)........ so it's like a BAD MUI spell....

Anyway i think it's MUI and uses Custom Value...

I will download it later ... for now i'm too busy :)
 
Level 25
Joined
Jun 5, 2008
Messages
2,573
@Septimus
There are many ways of making MUI spells in GUI, dynamic value storage is just one of the best due to the recycling indexes and loop index reduction :p

@the spell

The spell is MUI but the indexing method is pretty strange :p
I would suggest you to try to learn Paladon's MUI method cause it is easier to understand but as long as it's MUI it's your choice.
One note:
There is a bug involving Integer A when you loop with it, i suggest you to implement an integer variable for looping.
That is a blizzard bug but i always looped through variables so i don't know what the bug is :p
Also you could fix the bug you mentioned(ufo first lowering) by checking their heights or seperating their height changing.
Either remove the ufo's shadow or make it bigger.
The spell is fine,idea is nice and triggering is average.
A real improvement from your last spell, 4/5 from me.

EDIT:
Forgot to say, on the end of the Abduction Action trigger you should turn it off it AB_Cast_Number == 0.
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • AB_Cast_Number Equal to (==) 0
    • Then - Actions
      • Trigger - Turn off (This trigger)
    • Else - Actions
 
Level 17
Joined
Mar 17, 2009
Messages
1,350
I tried checking what the reason for the bug could be, & I have no clue. Everything seems ok.

However, two solutions might be:
Adding the target's elevation actions to another trigger and turn it on when the height of the saucer is equal to 300

or

Do some mathematical equation which determines how much time the saucer needs to reach 300 height. Apply that equation as a Wait, and let the trigger carrying the elevation triggers turn on after the Wait.


Can't think of anything better... :s
 
Level 9
Joined
Apr 7, 2008
Messages
176
@ RMX
Dude no, dont say that stuff until you DL the spell. I used custom values with Piccolo Grow, I seen that it could cause complications so I dont do that anymore. You really need to take a look at this one, I been messing with spells for AWHILE now and suddenly it just clicked for me. It doesn't use custom values it uses an Integer array system.

@ Kingz
LOL, take a closer look, that integer I was using was a custom variable, Its called InterA :D. Its ok though, I didnt even realized I had spelled it wrong until about an hour or so into making the spell. LOL

@ ALL
You know whats really strange is that, I had the target moving upward at a faster rate to start, and when it reached 300 te ship got moved downward instantly to 300 and then started its upward move. So I just slowed the person down for now. Its like it was treating the condition as an action?? (Question Mark)

Alright peoples I figured out the bug with it going up early! =D Apparently when you do the Animantion Action and set the unit FH to (Whatever) at (Rate) then it is already considering the unit to be at that (Whatever) FH. YAY. Be back soon with the bug fix, and some new Eyecandy. =D
 
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