- Joined
- Apr 19, 2008
- Messages
- 2,419
Hey, I'm building a mod with Vexorian's Caster System translated from vJASS to JASS manually with cmdline and jasshelper, and the Spell Templates system, all embedded inside the "Scripts\Blizzard.j" file for my mod.
I'm currently using that file as a library for a unit data map as I develop the mod. However, there is a problem. Normally, the leap looks good like this:
But, if I get ~12 wolves too all Leap together at once [over and over], one or two of them will stick. They become permanently paused in mid air, and never return back to user control. In addition, sometimes one or more wolves will start getting stuck in place, where the user can control them and have them leap to another location, but they continually run in place and can't be moved by the user.
Here is the code used in my map (apart from the Blizzard.j library):
I'm currently using that file as a library for a unit data map as I develop the mod. However, there is a problem. Normally, the leap looks good like this:
But, if I get ~12 wolves too all Leap together at once [over and over], one or two of them will stick. They become permanently paused in mid air, and never return back to user control. In addition, sometimes one or more wolves will start getting stuck in place, where the user can control them and have them leap to another location, but they continually run in place and can't be moved by the user.
Here is the code used in my map (apart from the Blizzard.j library):
Code:
//===========================================================================
function InitTrig_Leap takes nothing returns nothing
local integer s
//===================================================================================================
// Leap ('AFlw')
//
set s = SetSpellTemplate('AFlw' , "JumpTemplateNX")
call SetAbilityDataInt(s , "UseOtherModel" , 0 , 0) //Use another model
call SetAbilityDataInt(s , "Spell" , 0 , 'AFls') //Spell to cast is AFls (flashy stomp)
call SetAbilityDataInt(s , "OrderId" , 0 , OrderId("thunderclap")) //Its orderid is thunderclap
call SetAbilityDataString(s , "JumpAnim" , 0 , "walk") //Play walk animation
call SetAbilityDataString(s , "EndAnim" , 0 , "birth") //Play birth animation when jump ends
call SetAbilityDataReal(s , "RecDelay" , 0 , 0.00)
endfunction