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anyone knows?

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Level 6
Joined
May 9, 2011
Messages
228
hi everyone i had a problem w/ the spell ...
the problem is it cant go through the walls...
this is the trigger
  • HS Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Hook Ride
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HS_IndexSize Equal to 0
        • Then - Actions
          • Trigger - Turn on HS Loop <gen>
        • Else - Actions
      • Set HS_IndexSize = (HS_IndexSize + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HS_IndexSize Greater than HS_IndexMaxSize
        • Then - Actions
          • Set HS_Index[HS_IndexSize] = HS_IndexSize
          • Set HS_IndexMaxSize = HS_IndexSize
        • Else - Actions
      • Set HS_TempInt = HS_Index[HS_IndexSize]
      • Set HS_Caster[HS_TempInt] = (Triggering unit)
      • Set HS_CasterPoint = (Position of HS_Caster[HS_TempInt])
      • Set HS_StartTimer[HS_TempInt] = 100.00
      • Set HS_ExpiredTimer[HS_TempInt] = 0.00
      • Set HS_Boolean[HS_TempInt] = True
      • Set HS_Damage[HS_TempInt] = (5.00 x (Real((Level of Hook Ride for HS_Caster[HS_TempInt]))))
      • Unit - Create 1 HS_Dummy for (Owner of HS_Caster[HS_TempInt]) at HS_CasterPoint facing (Facing of HS_Caster[HS_TempInt]) degrees
      • Set HS_Dummy[HS_TempInt] = (Last created unit)
      • Unit - Add a 4.00 second Generic expiration timer to HS_Dummy[HS_TempInt]
      • Set HS_DummyPoint = (Position of HS_Dummy[HS_TempInt])
      • Lightning - Create a Spirit Link lightning effect from source HS_CasterPoint to target HS_DummyPoint
      • Set HS_LightningEffect[HS_TempInt] = (Last created lightning effect)
      • Unit - Turn collision for HS_Caster[HS_TempInt] Off
      • Unit - Turn collision for HS_Dummy[HS_TempInt] Off
      • Unit - Add Armor to HS_Caster[HS_TempInt]
      • Unit - Pause HS_Caster[HS_TempInt]
      • Custom script: call RemoveLocation(udg_HS_CasterPoint)
      • Custom script: call RemoveLocation(udg_HS_DummyPoint)
  • HS Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer HS_Index_Loop) from 1 to HS_IndexSize, do (Actions)
        • Loop - Actions
          • Set HS_TempInt = HS_Index[HS_Index_Loop]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (HS_Caster[HS_TempInt] is alive) Equal to True
              • HS_StartTimer[HS_TempInt] Greater than or equal to HS_ExpiredTimer[HS_TempInt]
            • Then - Actions
              • Set HS_ExpiredTimer[HS_TempInt] = (HS_ExpiredTimer[HS_TempInt] + 1.00)
              • Set HS_CasterPoint = (Position of HS_Caster[HS_TempInt])
              • Set HS_DummyPoint = (Position of HS_Dummy[HS_TempInt])
              • Set HS_OffPoint = (HS_DummyPoint offset by 30.00 towards (Facing of HS_Dummy[HS_TempInt]) degrees)
              • Special Effect - Create a special effect attached to the weapon of HS_Caster[HS_TempInt] using Abilities\Spells\Items\AIlb\AIlbSpecialArt.mdl
              • Special Effect - Destroy (Last created special effect)
              • Animation - Play HS_Caster[HS_TempInt]'s spell one animation
              • Unit - Move HS_Dummy[HS_TempInt] instantly to HS_OffPoint
              • Lightning - Move HS_LightningEffect[HS_TempInt] to source HS_CasterPoint and target HS_DummyPoint
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Distance between HS_CasterPoint and HS_DummyPoint) Greater than or equal to 250.00
                  • (Terrain pathing at HS_CasterPoint of type Walkability is off) Not equal to True
                • Then - Actions
                  • Set HS_OffPoint2 = (HS_CasterPoint offset by 30.00 towards (Facing of HS_Dummy[HS_TempInt]) degrees)
                  • Unit - Move HS_Caster[HS_TempInt] instantly to HS_OffPoint2
                  • Custom script: set bj_wantDestroyGroup=true
                  • Unit Group - Pick every unit in (Units within 300.00 of HS_DummyPoint matching ((((Matching unit) belongs to an enemy of (Owner of HS_Caster[HS_TempInt])) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True)))) and do (Actions)
                    • Loop - Actions
                      • Set HS_PickedUnit = (Picked unit)
                      • Set HS_PickedPoint = (Position of HS_PickedUnit)
                      • Set HS_PickedOffPoint = (HS_PickedPoint offset by -35.00 towards (Facing of (Picked unit)) degrees)
                      • Unit - Move (Picked unit) instantly to HS_PickedOffPoint, facing HS_CasterPoint
                      • Unit - Cause HS_Caster[HS_TempInt] to damage (Picked unit), dealing HS_Damage[HS_TempInt] damage of attack type Spells and damage type Normal
                      • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation(udg_HS_PickedPoint)
                      • Custom script: call RemoveLocation(udg_HS_PickedOffPoint)
                  • Custom script: call RemoveLocation(udg_HS_OffPoint2)
                • Else - Actions
              • Custom script: call RemoveLocation(udg_HS_CasterPoint)
              • Custom script: call RemoveLocation(udg_HS_DummyPoint)
              • Custom script: call RemoveLocation(udg_HS_OffPoint)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • HS_Boolean[HS_TempInt] Equal to True
                • Then - Actions
                  • Unit - Unpause HS_Caster[HS_TempInt]
                  • Unit - Remove Armor from HS_Caster[HS_TempInt]
                  • Unit - Turn collision for HS_Caster[HS_TempInt] On
                  • Unit - Explode HS_Dummy[HS_TempInt]
                  • Lightning - Destroy HS_LightningEffect[HS_TempInt]
                  • Set HS_Boolean[HS_TempInt] = False
                  • Set HS_Index[HS_Index_Loop] = HS_Index[HS_IndexSize]
                  • Set HS_Index[HS_IndexSize] = HS_TempInt
                  • Set HS_IndexSize = (HS_IndexSize - 1)
                  • Set HS_Index_Loop = (HS_Index_Loop - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • HS_IndexSize Equal to 0
                    • Then - Actions
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                • Else - Actions
does anyone know how to make the caster go to through the doodads
 
Level 6
Joined
May 9, 2011
Messages
228
try to put some mountains and cast the spell on the mountains , the caster will be stock or cant move...or make a mountain and put the caster top of it and cast the spell
 
Level 26
Joined
Mar 19, 2008
Messages
3,140
Ground units can't walk through doodads just with collision off.
Movement type - flying help here.

Check if:
  • Actions
    • Unit - Add Crown Form to Unit
    • Unit - Remove Crown Form From Unit
+ manipulating height could help.

However, in loop you can pick nearest destructibles (trees) and remove them, thats how most people do, but it won't help you with walls ;/
 
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