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Assault 1.1 MUI

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
[trigger=Assault]Assault
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to |cffff0000A|r|cffffcc00ssault|r
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Index[1] Equal to 0
Then - Actions
Trigger - Turn on Looping Assault <gen>
Else - Actions
-------- ---------------------------------------- --------
Set Index[1] = (Index[1] + 1)
-------- ---------------------------------------- --------
Set Index[2] = (Index[2] + 1)
-------- ---------------------------------------- --------
Set Unit_Casting[Index[2]] = (Triggering Unit)
-------- ---------------------------------------- --------
Set Targted_Unit[Index[2]] = (Target unit of ability being cast)
-------- ---------------------------------------- --------
Set Damge_Unit[Index[2]] = ((Real((Level of |cffff0000A|r|cffffcc00ssault|r for (Casting unit)))) x 20.00)
-------- ---------------------------------------- --------
Set Distance_Between[Index[2]] = (Distance between (Position of (Triggering Unit)) and (Position of (Target unit of ability being cast)))
-------- ---------------------------------------- --------
Set duration_spell[Index[2]] = (2.00 + (5.00 x (Real((Level of |cffff0000A|r|cffffcc00ssault|r for (Casting unit))))))
-------- ---------------------------------------- --------
Set damage_interval[Index[3]] = 0
-------- ---------------------------------------- --------
Set Effect1[Index[2]] = Abilities\Weapons\GlaiveMissile\GlaiveMissileTarget.mdl
-------- ---------------------------------------- --------
Set Effect2[Index[2]] = Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
-------- ---------------------------------------- --------
Set Take_Rage[Index[2]] = False
-------- ---------------------------------------- --------
Set Position_Checker[Index[2]] = False
[/trigger]
[trigger=Looping Assault]Looping Assault
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer Index[3]) from 1 to Index[2], do (Actions)
Loop - Actions
Set Distance_Between[Index[3]] = (Distance between (Position of Unit_Casting[Index[3]]) and (Position of Targted_Unit[Index[3]]))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
duration_spell[Index[3]] Greater than 0.00
Then - Actions
-------- ---------------------------------------- --------
Set duration_spell[Index[3]] = (duration_spell[Index[3]] - 0.03)
-------- ---------------------------------------- --------
Set interval_check[Index[3]] = (interval_check[Index[3]] + 0.03)
-------- --- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
interval_check[Index[3]] Greater than or equal to (Real(damage_interval[Index[3]]))
Then - Actions
Set interval_check[Index[3]] = 0.00
-------- ---------------------------------------- --------
-------- ---------------------------------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Targted_Unit[Index[3]] is alive) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Position_Checker[Index[3]] Equal to True
Then - Actions
Set Face_Unit[Index[3]] = (Facing of Unit_Casting[Index[3]])
Set Take_Rage[Index[3]] = True
Unit - Unpause Unit_Casting[Index[3]]
Unit - Turn collision for Unit_Casting[Index[3]] On
Unit - Move Targted_Unit[Index[3]] instantly to ((Position of Targted_Unit[Index[3]]) offset by 12.00 towards (Facing of Unit_Casting[Index[3]]) degrees), facing Default building facing (270.0) degrees
Special Effect - Create a special effect attached to the chest of Targted_Unit[Index[3]] using Effect1[Index[3]]
Special Effect - Destroy (Last created special effect)
Unit - Cause Unit_Casting[Index[3]] to damage Targted_Unit[Index[3]], dealing Damge_Unit[Index[3]] damage of attack type Chaos and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Take_Rage[Index[3]] Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Distance_Between[Index[3]] Less than or equal to 75.00
Then - Actions
Set Position_Checker[Index[3]] = True
Else - Actions
Unit - Pause Unit_Casting[Index[3]]
Unit - Turn collision for Unit_Casting[Index[3]] Off
Unit - Make Unit_Casting[Index[3]] face Targted_Unit[Index[3]] over 0.01 seconds
Unit - Create 1 Dumny_Assault for (Owner of Unit_Casting[Index[3]]) at (Position of Unit_Casting[Index[3]]) facing (Facing of Unit_Casting[Index[3]]) degrees
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
Animation - Play (Last created unit)'s attack animation
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
-------- ---------------------------------------- --------
Unit - Move Unit_Casting[Index[3]] instantly to ((Position of Unit_Casting[Index[3]]) offset by 12.00 towards (Facing of Unit_Casting[Index[3]]) degrees)
-------- ---------------------------------------- --------
Special Effect - Create a special effect attached to the chest of Unit_Casting[Index[3]] using Effect2[Index[3]]
-------- ---------------------------------------- --------
Special Effect - Destroy (Last created special effect)
-------- ---------------------------------------- --------
Else - Actions
Else - Actions
Set duration_spell[Index[3]] = 0.00
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
duration_spell[Index[3]] Equal to 0.00
Then - Actions
Set Index[1] = (Index[1] - 1)
-------- --- --------
-------- --- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Index[1] Equal to 0
Then - Actions
Set Index[2] = 0
-------- --- --------
-------- --- --------
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
Else - Actions
[/trigger]
[trigger=Dumny Units Killed]DumnyUnitsKilled
Events
Unit - A unit Dies
Conditions
((Dying unit) is in (Units of type Dumny_Assault)) Equal to True
Actions
Unit - Remove (Dying unit) from the game
[/trigger]



Guys i learn doing spells in MUI in 2 days :D
hard work. :p Please say me if there is any feedback i anzlize it and fix :O

Keywords:
Assault, Speed, Quik, MUI, GUI, Target, Warcraft, Shadow, Hunter,
Contents

Assault (Map)

Reviews
12th Dec 2015 IcemanBo: Too long time as NeedsFix. Rejected. 15:44, 30th May 2011 Maker: The spell has too many leaks. You need to fix them.

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long time as NeedsFix. Rejected.

15:44, 30th May 2011
Maker: The spell has too many leaks. You need to fix them.
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
not bad...

to remove leaks...

  • Set c1[Index[3]] = (Position of Unit_Casting[Index[3]])
  • Set c2[Index[3]] = (c1[Index[3]] offset by 12.00 towards (Facing of Unit_Casting[Index[3]]) degrees)
  • Unit - Create 1 Dumny_Assault for (Owner of Unit_Casting[Index[3]]) at c2[Index[3]] facing (Facing of Unit_Casting[Index[3]]) degrees
  • Custom script: call RemoveLocation(udg_c1[udg_Index[3]])
  • Custom script: call RemoveLocation(udg_c2[udg_Index[3]])
 
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