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Axe Spiral v0.2

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Level Information
"Summons 10,12,14 spinning axes around Rexxar(optional) which serve as a spinning shield for Rexxar.The axes cause damage as it slice through an enemy.The circle of axes will become wider and higher.Lasts 15 secs."

Changelogs
-----------------
Version 0.1
Uploaded
-----------------
Version 0.2
Removed the refreshing axes
The Axes will now go wider.
---------------------------

TRiGGeRs


  • AS Config
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set AS_AbilityDuration = 15.00
      • Set AS_Model_1 = Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
      • Set AS_Model_2 = Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
      • Set AS_Model_3 = Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
      • Set AS_GoingIn_Speed = 0.50
      • Set AS_Spin_Speed = 10.00
      • Set AS_Size = 150.00
      • -------- The spawning distance of the Axe from the caster --------
      • Set AS_AxeDistance = 200.00
      • -------- The distance that the sliced unit will be pushed --------
      • Set AS_Hit_MoveSpeed = 10.00
      • Set AS_Height_Increase = 0.50


[/hidden=AS Cast]
  • AS Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Axe Spiral
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AS_Index_Listener Equal to 0
        • Then - Actions
          • Trigger - Turn on AS Loop <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AS_Recycle_Size Greater than 0
        • Then - Actions
          • Set AS_Recycle_Size = (AS_Recycle_Size - 1)
          • Set AS_Current_Index = AS_Recycle_Container[AS_Recycle_Size]
        • Else - Actions
          • Set AS_Current_Index = AS_Index_Size
          • Set AS_Index_Size = (AS_Index_Size + 1)
      • Set AS_Caster[AS_Current_Index] = (Casting unit)
      • Set AS_Point = (Position of AS_Caster[AS_Current_Index])
      • Set AS_Height = 0.00
      • Set AS_Total_Axes[AS_Current_Index] = (4 + ((Level of Axe Spiral for AS_Caster[AS_Current_Index]) x 2))
      • Set AS_Damage = (3.00 x (Real((Level of Axe Spiral for AS_Caster[AS_Current_Index]))))
      • Set AS_Timer = AS_AbilityDuration
      • For each (Integer AS_Integer) from 1 to AS_Total_Axes[AS_Current_Index], do (Actions)
        • Loop - Actions
          • Unit - Create 1 Axe Spiral Unit for (Owner of AS_Caster[AS_Current_Index]) at (AS_Point offset by AS_AxeDistance towards ((360.00 / (Real(AS_Total_Axes[AS_Current_Index]))) x (Real(AS_Integer))) degrees) facing Default building facing degrees
          • Set AS_Dummy[AS_Integer] = (Last created unit)
          • Unit - Add Storm Crow Form to AS_Dummy[AS_Integer]
          • Unit - Remove Storm Crow Form from AS_Dummy[AS_Integer]
          • Animation - Change AS_Dummy[AS_Integer]'s size to (AS_Size%, 0.00%, 0.00%) of its original size
      • Custom script: call RemoveLocation(udg_AS_Point)
      • Set AS_Index_Container[AS_Index_Listener] = AS_Current_Index
      • Set AS_Index_Listener = (AS_Index_Listener + 1)
[/hidden]

  • AS Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set AS_Timer = (AS_Timer - 0.03)
      • For each (Integer AS_Loop) from 0 to (AS_Index_Listener - 1), do (Actions)
        • Loop - Actions
          • Set AS_Current_Index = AS_Index_Container[AS_Loop]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AS_Timer Greater than 0.00
            • Then - Actions
              • Set AS_Height = (AS_Height + AS_Height_Increase)
              • Set AS_Point = (Position of AS_Caster[AS_Current_Index])
              • For each (Integer AS_Integer) from 1 to AS_Total_Axes[AS_Current_Index], do (Actions)
                • Loop - Actions
                  • Animation - Change AS_Dummy[AS_Integer] flying height to AS_Height at 0.00
                  • Set AS_Dummy_Point[AS_Integer] = (Position of AS_Dummy[AS_Integer])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • AS_Angle[AS_Integer] Greater than or equal to 359.00
                    • Then - Actions
                      • Set AS_Angle[AS_Integer] = 0.00
                    • Else - Actions
                  • Set AS_Distance[AS_Integer] = (Distance between AS_Dummy_Point[AS_Integer] and AS_Point)
                  • Set AS_Angle[AS_Integer] = (Angle from AS_Point to AS_Dummy_Point[AS_Integer])
                  • Set AS_Move[AS_Integer] = (AS_Point offset by (AS_Distance[AS_Integer] + AS_GoingIn_Speed) towards (AS_Angle[AS_Integer] - AS_Spin_Speed) degrees)
                  • Unit - Move AS_Dummy[AS_Integer] instantly to AS_Move[AS_Integer], facing (AS_Angle[AS_Integer] - 90.00) degrees
                  • Custom script: call RemoveLocation(udg_AS_Move[udg_AS_Integer])
                  • Set AS_Hit_Group[AS_Integer] = (Units within 100.00 of AS_Dummy_Point[AS_Integer] matching (((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is Magic Immune) Not equal to True)) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an e
                  • Unit Group - Pick every unit in AS_Hit_Group[AS_Integer] and do (Actions)
                    • Loop - Actions
                      • Set AS_Picked_Unit[AS_Integer] = (Picked unit)
                      • Set AS_PickedPoint[AS_Integer] = (Position of AS_Picked_Unit[AS_Integer])
                      • Set AS_Hit_Move[AS_Integer] = (AS_PickedPoint[AS_Integer] offset by AS_Hit_MoveSpeed towards (Angle from AS_Point to AS_PickedPoint[AS_Integer]) degrees)
                      • Unit - Cause AS_Caster[AS_Current_Index] to damage AS_Picked_Unit[AS_Integer], dealing AS_Damage damage of attack type Spells and damage type Normal
                      • Unit - Move AS_Picked_Unit[AS_Integer] instantly to AS_Hit_Move[AS_Integer]
                      • Custom script: call RemoveLocation(udg_AS_Hit_Move[udg_AS_Integer])
                      • Custom script: call RemoveLocation(udg_AS_PickedPoint[udg_AS_Integer])
                      • Special Effect - Create a special effect attached to the chest of AS_Picked_Unit[AS_Integer] using AS_Model_3
                      • Special Effect - Destroy (Last created special effect)
                  • Custom script: call RemoveLocation(udg_AS_Dummy_Point[udg_AS_Integer])
                  • Custom script: call DestroyGroup(udg_AS_Hit_Group[udg_AS_Integer])
              • Custom script: call RemoveLocation(udg_AS_Point)
            • Else - Actions
              • Set AS_Point = (Position of AS_Caster[AS_Current_Index])
              • For each (Integer AS_Integer) from 1 to AS_Total_Axes[AS_Current_Index], do (Actions)
                • Loop - Actions
                  • Unit - Kill AS_Dummy[AS_Integer]
                  • Special Effect - Create a special effect at (AS_Point offset by AS_AxeDistance towards ((360.00 / (Real(AS_Total_Axes[AS_Current_Index]))) x (Real(AS_Integer))) degrees) using AS_Model_2
                  • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation(udg_AS_Point)
              • Set AS_Index_Listener = (AS_Index_Listener - 1)
              • Set AS_Index_Container[AS_Loop] = AS_Index_Container[AS_Index_Listener]
              • Set AS_Recycle_Container[AS_Recycle_Size] = AS_Current_Index
              • Set AS_Recycle_Size = (AS_Recycle_Size + 1)
              • Set AS_Loop = (AS_Loop - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AS_Index_Listener Equal to 0
                • Then - Actions
                  • Trigger - Turn off AS Loop <gen>
                  • Skip remaining actions
                • Else - Actions
[/hidden]



  • AS Dummy Dies
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Axe Spiral Unit
    • Actions
      • Unit - Remove (Triggering unit) from the game


Feel Free To Post Your Opinion

Keywords:
GUI,Trigger,Axe,Spell
Contents

Axe Spiral v.02 (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. 19:24, 28th Oct 2012 Magtheridon96: The total axes should be configurable in the initialization trigger The configuration should support multiple levels. (Casting unit) ->...

Moderator

M

Moderator

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

19:24, 28th Oct 2012
Magtheridon96:

  • The total axes should be configurable in the initialization trigger
  • The configuration should support multiple levels.
  • (Casting unit) -> (Triggering unit)
  • You're leaking a location inside the Cast trigger:
    • Unit - Create 1 Axe Spiral Unit for (Owner of AS_Caster[AS_Current_Index]) at (AS_Point offset by AS_AxeDistance towards ((360.00 / (Real(AS_Total_Axes[AS_Current_Index]))) x (Real(AS_Integer))) degrees) facing Default building facing degrees
    Over here, the location:
    • (AS_Point offset by AS_AxeDistance towards ((360.00 / (Real(AS_Total_Axes[AS_Current_Index]))) x (Real(AS_Integer))) degrees)
    should be stored into a point variable and removed directly after you create the unit.

    This location is also being leaked inside the Loop trigger.
  • Your spell is not MUI because AS_Timer and AS_Height must be arrays. AS_Timer should not be decreased at the top outside of the loop, you must decrease it inside the loop for each instance after making it an array.
  • When you pick units in the "Hit" group, the 100.00 radius should be configurable, not constant.
 
EDIT: The best way to add and remove CROW to a unit is this

Example One

Example Two

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Level of Crow Form for Unit) Equal to 0
  • Then - Actions
    • Unit - Add Crow Form to Unit
    • Unit - Remove Crow Form from Unit
  • Else - Actions
  • Custom script: if UnitAddAbility(udg_YourUnit, 'Amrf') and UnitRemoveAbility(udg_YourUnit, 'Amrf') then
  • Custom script: endif
The 360 must be Configurable
Check this Tutorial for more Info.
 
Last edited:

BUP

BUP

Level 9
Joined
Sep 9, 2012
Messages
172
Can't Fix the description cuz can't update it
The Triggers
----------------
v-0.2 TRiGGeRs
-----------------

  • AS Config
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set AS_AbilityDuration = 15.00
      • Set AS_Model_1 = Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
      • Set AS_Model_2 = Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
      • Set AS_Model_3 = Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
      • Set AS_GoingIn_Speed = 0.50
      • Set AS_Spin_Speed = 10.00
      • Set AS_Size = 150.00
      • -------- The spawning distance of the Axe from the caster --------
      • Set AS_AxeDistance = 200.00
      • -------- The distance that the sliced unit will be pushed --------
      • Set AS_Hit_MoveSpeed = 10.00
      • Set AS_Height_Increase = 0.50



  • AS Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Axe Spiral
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AS_Index_Listener Equal to 0
        • Then - Actions
          • Trigger - Turn on AS Loop <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AS_Recycle_Size Greater than 0
        • Then - Actions
          • Set AS_Recycle_Size = (AS_Recycle_Size - 1)
          • Set AS_Current_Index = AS_Recycle_Container[AS_Recycle_Size]
        • Else - Actions
          • Set AS_Current_Index = AS_Index_Size
          • Set AS_Index_Size = (AS_Index_Size + 1)
      • Set AS_Caster[AS_Current_Index] = (Casting unit)
      • Set AS_Point = (Position of AS_Caster[AS_Current_Index])
      • Set AS_Height = 0.00
      • Set AS_Total_Axes[AS_Current_Index] = (8 + ((Level of Axe Spiral for AS_Caster[AS_Current_Index]) x 2))
      • Set AS_Damage = (3.00 x (Real((Level of Axe Spiral for AS_Caster[AS_Current_Index]))))
      • Set AS_Timer = AS_AbilityDuration
      • For each (Integer AS_Integer) from 1 to AS_Total_Axes[AS_Current_Index], do (Actions)
        • Loop - Actions
          • Unit - Create 1 Axe Spiral Unit for (Owner of AS_Caster[AS_Current_Index]) at (AS_Point offset by AS_AxeDistance towards ((360.00 / (Real(AS_Total_Axes[AS_Current_Index]))) x (Real(AS_Integer))) degrees) facing Default building facing degrees
          • Set AS_Dummy[AS_Integer] = (Last created unit)
          • Custom script: if UnitAddAbility(udg_AS_Dummy[udg_AS_Integer],'Amrf') then
          • Custom script: call UnitRemoveAbility(udg_AS_Dummy[udg_AS_Integer],'Amrf')
          • Custom script: endif
          • Animation - Change AS_Dummy[AS_Integer]'s size to (AS_Size%, 0.00%, 0.00%) of its original size
      • Custom script: call RemoveLocation(udg_AS_Point)
      • Set AS_Index_Container[AS_Index_Listener] = AS_Current_Index
      • Set AS_Index_Listener = (AS_Index_Listener + 1)



  • AS Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set AS_Timer = (AS_Timer - 0.03)
      • For each (Integer AS_Loop) from 0 to (AS_Index_Listener - 1), do (Actions)
        • Loop - Actions
          • Set AS_Current_Index = AS_Index_Container[AS_Loop]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AS_Timer Greater than 0.00
            • Then - Actions
              • Set AS_Height = (AS_Height + AS_Height_Increase)
              • Set AS_Point = (Position of AS_Caster[AS_Current_Index])
              • For each (Integer AS_Integer) from 1 to AS_Total_Axes[AS_Current_Index], do (Actions)
                • Loop - Actions
                  • Animation - Change AS_Dummy[AS_Integer] flying height to AS_Height at 0.00
                  • Set AS_Dummy_Point[AS_Integer] = (Position of AS_Dummy[AS_Integer])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • AS_Angle[AS_Integer] Greater than or equal to 359.00
                    • Then - Actions
                      • Set AS_Angle[AS_Integer] = 0.00
                    • Else - Actions
                  • Set AS_Distance[AS_Integer] = (Distance between AS_Dummy_Point[AS_Integer] and AS_Point)
                  • Set AS_Angle[AS_Integer] = (Angle from AS_Point to AS_Dummy_Point[AS_Integer])
                  • Set AS_Move[AS_Integer] = (AS_Point offset by (AS_Distance[AS_Integer] + AS_GoingIn_Speed) towards (AS_Angle[AS_Integer] - AS_Spin_Speed) degrees)
                  • Unit - Move AS_Dummy[AS_Integer] instantly to AS_Move[AS_Integer], facing (AS_Angle[AS_Integer] - 90.00) degrees
                  • Custom script: call RemoveLocation(udg_AS_Move[udg_AS_Integer])
                  • Set AS_Hit_Group[AS_Integer] = (Units within 100.00 of AS_Dummy_Point[AS_Integer] matching (((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is Magic Immune) Not equal to True)) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an e
                  • Unit Group - Pick every unit in AS_Hit_Group[AS_Integer] and do (Actions)
                    • Loop - Actions
                      • Set AS_Picked_Unit[AS_Integer] = (Picked unit)
                      • Set AS_PickedPoint[AS_Integer] = (Position of AS_Picked_Unit[AS_Integer])
                      • Set AS_Hit_Move[AS_Integer] = (AS_PickedPoint[AS_Integer] offset by AS_Hit_MoveSpeed towards (Angle from AS_Point to AS_PickedPoint[AS_Integer]) degrees)
                      • Unit - Cause AS_Caster[AS_Current_Index] to damage AS_Picked_Unit[AS_Integer], dealing AS_Damage damage of attack type Spells and damage type Normal
                      • Unit - Move AS_Picked_Unit[AS_Integer] instantly to AS_Hit_Move[AS_Integer]
                      • Custom script: call RemoveLocation(udg_AS_Hit_Move[udg_AS_Integer])
                      • Custom script: call RemoveLocation(udg_AS_PickedPoint[udg_AS_Integer])
                      • Special Effect - Create a special effect attached to the chest of AS_Picked_Unit[AS_Integer] using AS_Model_3
                      • Special Effect - Destroy (Last created special effect)
                  • Custom script: call RemoveLocation(udg_AS_Dummy_Point[udg_AS_Integer])
                  • Custom script: call DestroyGroup(udg_AS_Hit_Group[udg_AS_Integer])
              • Custom script: call RemoveLocation(udg_AS_Point)
            • Else - Actions
              • Set AS_Point = (Position of AS_Caster[AS_Current_Index])
              • For each (Integer AS_Integer) from 1 to AS_Total_Axes[AS_Current_Index], do (Actions)
                • Loop - Actions
                  • Unit - Kill AS_Dummy[AS_Integer]
                  • Special Effect - Create a special effect at (AS_Point offset by AS_AxeDistance towards ((360.00 / (Real(AS_Total_Axes[AS_Current_Index]))) x (Real(AS_Integer))) degrees) using AS_Model_2
                  • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation(udg_AS_Point)
              • Set AS_Index_Listener = (AS_Index_Listener - 1)
              • Set AS_Index_Container[AS_Loop] = AS_Index_Container[AS_Index_Listener]
              • Set AS_Recycle_Container[AS_Recycle_Size] = AS_Current_Index
              • Set AS_Recycle_Size = (AS_Recycle_Size + 1)
              • Set AS_Loop = (AS_Loop - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AS_Index_Listener Equal to 0
                • Then - Actions
                  • Trigger - Turn off AS Loop <gen>
                  • Skip remaining actions
                • Else - Actions



  • AS Dummy Dies
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Axe Spiral Unit
    • Actions
      • Unit - Remove (Triggering unit) from the game

Feel Free To Post Your Opinion
 
Last edited:
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