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Dash Strike (Targeted)

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This spell was written in MUI. Leakless.

-=Dash Strike=-

The swordmaster increase his speed and dash the target point in a line of damage. This spell don't hurt air and don't cross cliffs or something else. This spell can be targeted to specific point. Always run the 1000y.

Damage: 120+Agility*2
Range: 1050y.
*******************************************************************
The commands for test MUI at same time are:

-on : for automatic teleport the 4 heros to region and uses the spell automatic to other region.

-off : Put off the system.

* For reset the demo, use the command -on. *
********************************************************************

  • Dash Strike
  • Dash Strike
    • Acontecimientos
      • Unidad - A unit Inicia el efecto de una habilidad
    • Condiciones
      • (Ability being cast) Igual a Dash Strike
    • Acciones
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Si: Condiciones
          • Temp_Dash_Index[1] Igual a 0
        • Entonces: Acciones
          • Detonador - Turn on Dash Strike Loop <gen>
        • Otros: Acciones
      • Set Temp_Dash_Index[1] = (Temp_Dash_Index[1] + 1)
      • Set Temp_Dash_Index[2] = (Temp_Dash_Index[2] + 1)
      • -------- ANGLES, POINTS --------
      • Set Temp_Caster[Temp_Dash_Index[2]] = (Triggering unit)
      • Set Temp_Dash_Loc1[Temp_Dash_Index[2]] = (Position of Temp_Caster[Temp_Dash_Index[2]])
      • Set Temp_Dash_Loc2[Temp_Dash_Index[2]] = (Target point of ability being cast)
      • Set Temp_Dash_Angle[Temp_Dash_Index[2]] = (Angle from Temp_Dash_Loc1[Temp_Dash_Index[2]] to Temp_Dash_Loc2[Temp_Dash_Index[2]])
      • -------- VALUES --------
      • Set Temp_Dash_Loop[Temp_Dash_Index[2]] = 0
      • Set Temp_Dash_Real1[Temp_Dash_Index[2]] = 150.00
      • Set Temp_Dash_Distance_Total[Temp_Dash_Index[2]] = 350
      • Set Temp_Dash_Speed[Temp_Dash_Index[2]] = 45.00
      • Set Temp_Dash_Range_Damage[Temp_Dash_Index[2]] = 150.00
      • Set Temp_Dash_Images_Life[Temp_Dash_Index[2]] = 0.30
      • Set Temp_Dash_Damage_Formula[Temp_Dash_Index[2]] = (120 + ((Agilidad of Temp_Caster[Temp_Dash_Index[2]] (Incluir bonuses)) x 3))
      • -------- ************************* --------
      • Unidad - Make Temp_Caster[Temp_Dash_Index[2]] face Temp_Dash_Loc2[Temp_Dash_Index[2]] over 0.00 seconds
      • Unidad - Turn collision for Temp_Caster[Temp_Dash_Index[2]] Apagado
      • -------- REMOVE LEAKS --------
      • Custom script: call RemoveLocation (udg_Temp_Dash_Loc1[udg_Temp_Dash_Index[2]])
      • Custom script: call RemoveLocation (udg_Temp_Dash_Loc2[udg_Temp_Dash_Index[2]])
  • Dash Strike Loop
  • Dash Strike Loop
    • Acontecimientos
      • Tiempo - Every 0.03 seconds of game time
    • Condiciones
    • Acciones
      • For each (Integer Temp_Dash_Index[3]) from 1 to Temp_Dash_Index[2], do (Actions)
        • Bucle: Acciones
          • -------- NEW POINTS AND LOOP --------
          • Set Temp_Dash_Loc1[Temp_Dash_Index[3]] = (Position of Temp_Caster[Temp_Dash_Index[3]])
          • Set Temp_Dash_Loc2[Temp_Dash_Index[3]] = (Temp_Dash_Loc1[Temp_Dash_Index[3]] offset by Temp_Dash_Speed[Temp_Dash_Index[3]] towards Temp_Dash_Angle[Temp_Dash_Index[3]] degrees)
          • Set Temp_Dash_Loc3[Temp_Dash_Index[3]] = (Units within Temp_Dash_Range_Damage[Temp_Dash_Index[3]] of Temp_Dash_Loc1[Temp_Dash_Index[3]] matching ((((Matching unit) belongs to an enemy of (Owner of Temp_Caster[Temp_Dash_Index[3]])) Igual a True) and (((Matching unit) is alive) Igual a True)))
          • Set Temp_Dash_Loop[Temp_Dash_Index[3]] = (Temp_Dash_Loop[Temp_Dash_Index[3]] + 15)
          • -------- ************************* --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • Si: Condiciones
              • (Terrain pathing at Temp_Dash_Loc1[Temp_Dash_Index[3]] of type Acceso por tierra is off) Igual a False
              • Temp_Dash_Loop[Temp_Dash_Index[3]] Menor que Temp_Dash_Distance_Total[Temp_Dash_Index[3]]
            • Entonces: Acciones
              • Animación - Play Temp_Caster[Temp_Dash_Index[3]]'s attack animation
              • Unidad - Move Temp_Caster[Temp_Dash_Index[3]] instantly to Temp_Dash_Loc2[Temp_Dash_Index[3]]
              • Efecto especial - Create a special effect at Temp_Dash_Loc1[Temp_Dash_Index[3]] using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
              • Efecto especial - Destroy (Last created special effect)
              • Unidad - Create 1 Dash Dummy for (Owner of Temp_Caster[Temp_Dash_Index[3]]) at Temp_Dash_Loc1[Temp_Dash_Index[3]] facing Temp_Dash_Loc2[Temp_Dash_Index[3]]
              • Grupo de unidad - Add (Last created unit) to Temp_Dash_Group[Temp_Dash_Index[3]]
              • Animación - Play (Last created unit)'s attack animation
              • Animación - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 60.00% transparency
              • Unidad - Add a Temp_Dash_Images_Life[Temp_Dash_Index[3]] second Genérico expiration timer to (Last created unit)
              • Grupo de unidad - Pick every unit in Temp_Dash_Loc3[Temp_Dash_Index[3]] and do (Actions)
                • Bucle: Acciones
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • Si: Condiciones
                      • ((Picked unit) is Una unidad voladora) Igual a False
                    • Entonces: Acciones
                      • Efecto especial - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
                      • Efecto especial - Destroy (Last created special effect)
                      • Unidad - Cause Temp_Caster[Temp_Dash_Index[3]] to damage (Picked unit), dealing (Real(Temp_Dash_Damage_Formula[Temp_Dash_Index[3]])) damage of attack type Caos and damage type Normal
                    • Otros: Acciones
            • Otros: Acciones
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • Si: Condiciones
                • Entonces: Acciones
                  • Set Temp_Dash_Index[1] = (Temp_Dash_Index[1] - 1)
                  • Set Temp_Dash_Loop[Temp_Dash_Index[3]] = 0
                  • Animación - Reset Temp_Caster[Temp_Dash_Index[3]]'s animation
                  • Unidad - Turn collision for Temp_Caster[Temp_Dash_Index[3]] Encendido
                  • Set Temp_Caster[Temp_Dash_Index[3]] = Ninguna unidad
                  • Grupo de unidad - Pick every unit in Temp_Dash_Group[Temp_Dash_Index[3]] and do (Actions)
                    • Bucle: Acciones
                      • Unidad - Remove (Picked unit) from the game
                  • Grupo de unidad - Remove all units from Temp_Dash_Group[Temp_Dash_Index[3]]
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • Si: Condiciones
                      • Temp_Dash_Index[1] Igual a 0
                    • Entonces: Acciones
                      • Set Temp_Dash_Index[2] = 0
                      • Detonador - Turn off (This trigger)
                    • Otros: Acciones
                • Otros: Acciones
          • -------- REMOVE LEAKS --------
          • Custom script: call RemoveLocation (udg_Temp_Dash_Loc1[udg_Temp_Dash_Index[3]])
          • Custom script: call RemoveLocation (udg_Temp_Dash_Loc2[udg_Temp_Dash_Index[3]])
          • Custom script: call DestroyGroup (udg_Temp_Dash_Loc3[udg_Temp_Dash_Index[3]])

=Dash Strike=

v1.0:

- First version of dash, withouth cliff check and bugs with mui.

v2.0:

- Check cliffs, and no longer bugs with mui, all work correct.

v2.5:

- Removed useless code, making a strong an usefull code.

v3.0:

- Removed and complex more the code, making and fast&usefull code withouth leaks. final version












Keywords:
dash strike mui targeted
Contents

Dash Strike (Map)

Reviews
12th Dec 2015 IcemanBo: For too long time as NeedsFix. Rejected. 19th Jul 2011 Maker: Leak: Unit - Move Temp_Caster[Index[3]] instantly to (Temp_Loc[Index[3]] offset by ... Dash Unit Leak shouldn't be on all the time. You can go through...

Moderator

M

Moderator

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

19th Jul 2011
Maker:
Leak:
  • Unit - Move Temp_Caster[Index[3]] instantly to (Temp_Loc[Index[3]] offset by ...
Dash Unit Leak shouldn't be on all the time.
You can go through trees and buildings, you can get stuck inside trees and buildings.
You should check that the caster is alive.
 
Level 1
Joined
Jun 28, 2011
Messages
2
Cómo hacer para usarlo?

If you speak in english, please traduce this text in google traductor.

Cómo hago que esta spell funcione? porque quiero ponerla pero usted pone abajo muchos detonadores que no se como se usan, ni donde poner esos detonadores.

O solo copio y pego el archivo en el gestor de importaciones?

Responder a: [email protected] please o si le molesta mucho, en este mismo sitio.
 
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