- Joined
- Jun 2, 2009
- Messages
- 1,233
Hello everyone. We have a hero that can grab the enemy and jumps behind with the grabbed unit. But the problem is, both of the target and caster can be stucked if they land to cliffed areas, water or between trees. Can we find any solution for that?
Update 2: Yes, my first update probably best solution.
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R ChaseAndStomp MovingToTarget
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Events
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Time - Every 0.01 seconds of game time
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer((Distance between (Position of ChaseAndStomp_targetUnit) and ChaseAndStomp_tmpPoint))) Greater than 75
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Then - Actions
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Set ChaseAndStomp_tmpPoint = (ChaseAndStomp_tmpPoint offset by 12.00 towards (Angle from (Position of ChaseAndStomp_castingUnit) to (Position of ChaseAndStomp_targetUnit)) degrees)
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Unit - Move ChaseAndStomp_castingUnit instantly to ChaseAndStomp_tmpPoint
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Else - Actions
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Set ChaseAndStomp_castingUnitPoint = (ChaseAndStomp_tmpPoint offset by 800.00 towards (Angle from (Position of ChaseAndStomp_targetUnit) to ChaseAndStomp_castingUnitPoint) degrees)
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Unit - Add Storm Crow Form to ChaseAndStomp_targetUnit
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Set ChaseAndStompSpecialEffect = (Last created special effect)
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Unit - Hide ChaseAndStomp_castingUnit
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Special Effect - Create a special effect attached to the chest of ChaseAndStomp_targetUnit using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
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Set ChaseAndStompSpecialEffect = (Last created special effect)
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Unit - Create 1 DUMMY [JFA] for (Owner of ChaseAndStomp_castingUnit) at (ChaseAndStomp_tmpPoint offset by 400.00 towards (Angle from (Position of ChaseAndStomp_targetUnit) to ChaseAndStomp_castingUnitPoint) degrees) facing Default building facing degrees
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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Trigger - Turn on R ChaseAndStomp MovingTogether <gen>
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Countdown Timer - Start ChaseAndStomp_timer as a One-shot timer that will expire in 1.00 seconds
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Animation - Change ChaseAndStomp_targetUnit flying height to 400.00 at 800.00
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Trigger - Turn off (This trigger)
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R ChaseAndStomp MovingTogether
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Events
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Time - Every 0.02 seconds of game time
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer((Distance between ChaseAndStomp_castingUnitPoint and ChaseAndStomp_tmpPoint))) Greater than 75
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Then - Actions
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Set ChaseAndStomp_tmpPoint = (ChaseAndStomp_tmpPoint offset by 16.00 towards (Angle from ChaseAndStomp_tmpPoint to ChaseAndStomp_castingUnitPoint) degrees)
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Unit - Move ChaseAndStomp_targetUnit instantly to ChaseAndStomp_tmpPoint
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Else - Actions
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Unit - Unhide ChaseAndStomp_castingUnit
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Unit - Move SneakyStrike_castingUnit instantly to ChaseAndStomp_tmpPoint
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Selection - Select ChaseAndStomp_castingUnit for (Owner of ChaseAndStomp_castingUnit)
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Unit - Create 1 DUMMY [JFA] for (Owner of ChaseAndStomp_castingUnit) at ChaseAndStomp_tmpPoint facing Default building facing degrees
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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Unit - Add Thunder Clap // dummy to (Last created unit)
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Unit - Set level of Thunder Clap // dummy for (Last created unit) to (15 + (Level of Chase and Stomp for ChaseAndStomp_castingUnit))
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Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
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Animation - Change ChaseAndStomp_targetUnit flying height to 0.00 at 2500.00
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Trigger - Turn off (This trigger)
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Update 2: Yes, my first update probably best solution.
Last edited: