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Dash v1.4 [GUI]

Submitted by ArOn
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
The idea came while playing Megaman X8 :p
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Hero makes the move to a single speed according to the angle at which you are, cause 75/150/225/300 damage, 15/20/25/30 speed and 150/200/250/300 max range, also make your hero invisible and affected units cannot attack momentarily.

Invisibility duration: 10 seconds.
Off attack duration: 1.5 seconds.

Triggers:

Dash Settings
  • Dash Settings
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Dash_Ability = Dash
      • Set Dash_DummyAbility = Dash (Off attack)
      • Set Dash_DummyEffect = Dummy (Dash)
      • Set Dash_DummyOffAttack = Dummy (Off attack)
      • Set Dash_AttackType = Spells
      • Set Dash_DamageType = Normal
      • -------- as a normal effect set this to 2 (don't change this to more or you get not good effect :/) --------
      • Set Dash_Limit_N = 2

Dash
  • Dash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dash_Ability
    • Actions
      • Set Dash_M_Index = (Dash_M_Index + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Dash_M_Index Equal to 1
        • Then - Actions
          • Trigger - Turn on Dash Loop <gen>
        • Else - Actions
      • Set Dash_Limit[Dash_M_Index] = Dash_Limit_N
      • Set Dash_Caster[Dash_M_Index] = (Triggering unit)
      • Set Dash_Angle[Dash_M_Index] = (Facing of Dash_Caster[Dash_M_Index])
      • Set Dash_Ability_Level[Dash_M_Index] = (Level of Dash_Ability for Dash_Caster[Dash_M_Index])
      • Set Dash_Damage[Dash_M_Index] = (75.00 x (Real(Dash_Ability_Level[Dash_M_Index])))
      • Set Dash_Speed[Dash_M_Index] = (10.00 + (5.00 x (Real(Dash_Ability_Level[Dash_M_Index]))))
      • Set Dash_Distance[Dash_M_Index] = (10 + (5 x Dash_Ability_Level[Dash_M_Index]))
      • Unit - Turn collision for Dash_Caster[Dash_M_Index] Off

Dash Loop
  • Dash Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Dash_C_Index) from 1 to Dash_M_Index, do (Actions)
        • Loop - Actions
          • Set Dash_Distance[Dash_C_Index] = (Dash_Distance[Dash_C_Index] - 1)
          • Set Dash_Point1[Dash_C_Index] = (Position of Dash_Caster[Dash_C_Index])
          • Set Dash_Point2[Dash_C_Index] = (Dash_Point1[Dash_C_Index] offset by Dash_Speed[Dash_C_Index] towards Dash_Angle[Dash_C_Index] degrees)
          • Unit - Move Dash_Caster[Dash_C_Index] instantly to Dash_Point2[Dash_C_Index]
          • Set Dash_Limit[Dash_C_Index] = (Dash_Limit[Dash_C_Index] - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Dash_Limit[Dash_C_Index] Equal to 0
            • Then - Actions
              • Set Dash_Limit[Dash_C_Index] = Dash_Limit_N
              • Unit - Create 1 Dash_DummyEffect for (Owner of Dash_Caster[Dash_C_Index]) at Dash_Point2[Dash_C_Index] facing (Facing of Dash_Caster[Dash_C_Index]) degrees
              • Set Dash_Dummy = (Last created unit)
              • Unit - Add a 0.40 second Generic expiration timer to Dash_Dummy
              • Animation - Change Dash_Dummy's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
              • Animation - Play Dash_Dummy's walk animation
              • Set Dash_Dummy = No unit
            • Else - Actions
          • Animation - Play Dash_Caster[Dash_C_Index]'s walk animation
          • Set Dash_Group = (Units within 150.00 of Dash_Point2[Dash_C_Index] matching (((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of
          • Unit Group - Pick every unit in Dash_Group and do (Actions)
            • Loop - Actions
              • Set Dash_Picked_Unit = (Picked unit)
              • Unit - Cause Dash_Caster[Dash_C_Index] to damage Dash_Picked_Unit, dealing Dash_Damage[Dash_C_Index] damage of attack type Dash_AttackType and damage type Dash_DamageType
              • Set Dash_Point_Off_attack[Dash_C_Index] = (Position of Dash_Picked_Unit)
              • Unit - Create 1 Dash_DummyOffAttack for (Owner of Dash_Caster[Dash_C_Index]) at Dash_Point_Off_attack[Dash_C_Index] facing Default building facing (270.0) degrees
              • Set Dash_Dummy = (Last created unit)
              • Special Effect - Create a special effect at Dash_Point_Off_attack[Dash_C_Index] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Add Dash_DummyAbility to Dash_Dummy
              • Unit - Order Dash_Dummy to Neutral Pandaren Brewmaster - Drunken Haze Dash_Picked_Unit
              • Unit - Add a 0.75 second Generic expiration timer to Dash_Dummy
              • Unit Group - Add Dash_Picked_Unit to Dash_GroupCheck
              • Custom script: call RemoveLocation(udg_Dash_Point_Off_attack[udg_Dash_C_Index])
              • Set Dash_Picked_Unit = No unit
              • Set Dash_Dummy = No unit
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Dash_Distance[Dash_C_Index] Less than or equal to 0
                  • (Terrain pathing at Dash_Point1[Dash_C_Index] of type Walkability is off) Equal to True
            • Then - Actions
              • Unit Group - Remove all units from Dash_GroupCheck
              • Unit - Turn collision for Dash_Caster[Dash_C_Index] On
              • Hero - Create Invisibility Effect and give it to Dash_Caster[Dash_C_Index]
              • Set Dash_Limit[Dash_C_Index] = Dash_Limit[Dash_M_Index]
              • Set Dash_Angle[Dash_C_Index] = Dash_Angle[Dash_M_Index]
              • Set Dash_Ability_Level[Dash_C_Index] = Dash_Ability_Level[Dash_M_Index]
              • Set Dash_Damage[Dash_C_Index] = Dash_Damage[Dash_M_Index]
              • Set Dash_Speed[Dash_C_Index] = Dash_Speed[Dash_M_Index]
              • Set Dash_Distance[Dash_C_Index] = Dash_Distance[Dash_M_Index]
              • Set Dash_Caster[Dash_C_Index] = Dash_Caster[Dash_M_Index]
              • Set Dash_C_Index = (Dash_C_Index - 1)
              • Set Dash_M_Index = (Dash_M_Index - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Dash_M_Index Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions
          • Custom script: call RemoveLocation (udg_Dash_Point1[udg_Dash_C_Index])
          • Custom script: call RemoveLocation (udg_Dash_Point2[udg_Dash_C_Index])
          • Custom script: call DestroyGroup (udg_Dash_Group)


The Trigger "Dash Debug" is for not to cause problems with the death of the dummy animation and sound of his death.

Sorry for my english, i'm still learning :D
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Updated!!! Comment please :p

Keywords:
knight,footmen,wars,koleshy,engine
Contents

Dash v1.4 - By ArOn (Map)

Reviews
Moderator
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Dash v1.4 | Reviewed by Maker | 5th Aug 2013 NEEDS FIX [IMG] Dash group check variable is not used correctly. You could use a unit group array [IMG] Add...
  1. deathismyfriend

    deathismyfriend

    Joined:
    Oct 24, 2012
    Messages:
    6,526
    Resources:
    14
    Spells:
    12
    Tutorials:
    2
    Resources:
    14
    u still create a ton of dummies in the unit group actions.