Hello, first of all, i dont really want to post a screen-shot, but i will if i have to!
i have destructible created i a grid at init, and when a player presses the left arrow, his/her unit will jump left, to the next destructible in the line, i downloaded this jump-spell, and fixed it so that when a player presses the left arrow the unit actually jump.
But the jump-spell-triggers somehow move a point-variable slightly of the grid, and it increases for each jump...
i know its the jump-spell-triggers that is causing this problem, since i disabled them just moved the unit without jumping, and then it workd fine!
and here are the triggers:
the second jump-trigger:
i really need this trigger to work, becuase its an essential trigger for my map..
Edit: i managed to make the destructibles not created out of grid, however, now it is the unit that is moving out of the grid..
(i updated the triggers)
i have destructible created i a grid at init, and when a player presses the left arrow, his/her unit will jump left, to the next destructible in the line, i downloaded this jump-spell, and fixed it so that when a player presses the left arrow the unit actually jump.
But the jump-spell-triggers somehow move a point-variable slightly of the grid, and it increases for each jump...
i know its the jump-spell-triggers that is causing this problem, since i disabled them just moved the unit without jumping, and then it workd fine!
and here are the triggers:
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Left
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Events
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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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(left <gen> contains converter[(Player number of (Triggering player))]) Equal to True
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Then - Actions
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Set tmp_group = (Player group((Triggering player)))
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Game - Display to tmp_group the text: You can't jump left!
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Custom script: call DestroyForce(udg_tmp_group)
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Else - 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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(Remaining time for jumptimer[(Player number of (Triggering player))]) Equal to 0.00
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Then - Actions
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Set tmp_point2 = (Position of converter[(Player number of (Triggering player))])
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Set tmp_point = (tmp_point2 offset by 128.00 towards 180.00 degrees)
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Set JDA_JumpHigh_Distance = 1.00
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Set JDA_DestroyTrees_Dash = False
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Set JDA_Collusion = False
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Set JDA_TargetPoint = tmp_point
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Set JDA_Unit = converter[(Player number of (Triggering player))]
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Set JDA_Speed = 5.00
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Set JDA_SpecialEffect = <Empty String>
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Set JDA_Animation = walk
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Set JDA_AnimationSpeed = 0.60
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Trigger - Run Jump System 1 <gen> (checking conditions)
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Custom script: call RemoveLocation (udg_tmp_point)
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Set tmp_point = (tmp_point2 offset by 128.00 towards 180.00 degrees)
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Destructible - Pick every destructible in (Region centered at tmp_point with size (128.00, 128.00)) and do (Actions)
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Loop - Actions
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Custom script: call RemoveLocation (udg_tmp_point)
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Set tmp_point = (Position of (Picked destructible))
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Destructible - Remove (Picked destructible)
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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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(Triggering player) Equal to Player 1 (Red)
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Then - Actions
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Destructible - Create a Red at tmp_point facing 0.00 with scale 1.00 and variation 0
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Else - 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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(Triggering player) Equal to Player 2 (Blue)
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Then - Actions
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Destructible - Create a Blue at tmp_point facing 0.00 with scale 1.00 and variation 0
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Else - Actions
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Custom script: call RemoveLocation (udg_tmp_point2)
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Custom script: call RemoveLocation (udg_tmp_point)
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Countdown Timer - Start jumptimer[(Player number of (Triggering player))] as a One-shot timer that will expire in 1.20 seconds
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Else - Actions
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Jump System 1
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Events
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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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JD_Integers[1] Equal to 0
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Then - Actions
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Trigger - Turn on Jump System 2 <gen>
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Else - Actions
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Set JD_Integers[1] = (JD_Integers[1] + 1)
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Set JD_Integers[2] = (JD_Integers[2] + 1)
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Set JD_TempPoint[1] = (Position of JDA_Unit)
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Set JD_Distances[JD_Integers[2]] = (Distance between JD_TempPoint[1] and JDA_TargetPoint)
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Set JD_ReachedDistance[JD_Integers[2]] = 0.00
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Set JD_SpeedUnits[JD_Integers[2]] = JDA_Speed
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Set JD_Unit[JD_Integers[2]] = JDA_Unit
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Set JD_Angle[JD_Integers[2]] = (Angle from JD_TempPoint[1] to JDA_TargetPoint)
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Set JD_Effect[JD_Integers[2]] = JDA_SpecialEffect
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Set JD_Animations[JD_Integers[2]] = JDA_Animation
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Set JD_TreesDestroy[JD_Integers[2]] = JDA_DestroyTrees_Dash
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Set JD_HighSettings[JD_Integers[2]] = (JDA_JumpHigh_Distance x JD_Distances[JD_Integers[2]])
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Animation - Change JDA_Unit's animation speed to (JDA_AnimationSpeed x 100.00)% of its original speed
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Animation - Play JDA_Unit's JDA_Animation animation
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Unit Group - Add JDA_Unit to JD_Group
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Unit - Add Storm Crow Form to JDA_Unit
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Unit - Remove Storm Crow Form from JDA_Unit
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Custom script: call RemoveLocation (udg_JD_TempPoint[1])
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Custom script: call RemoveLocation (udg_JDA_TargetPoint)
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the second jump-trigger:
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Jump System 2
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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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For each (Integer JD_Integers[3]) from 1 to JD_Integers[2], do (Actions)
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Loop - 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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(JD_Unit[JD_Integers[3]] is in JD_Group) Equal to True
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Then - 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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JD_ReachedDistance[JD_Integers[3]] Less than JD_Distances[JD_Integers[3]]
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Then - Actions
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Animation - Queue JD_Unit[JD_Integers[3]]'s JD_Animations[JD_Integers[3]] animation
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Set JD_TempPoint[1] = (Position of JD_Unit[JD_Integers[3]])
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Set JD_TempPoint[2] = (JD_TempPoint[1] offset by JD_SpeedUnits[JD_Integers[3]] towards JD_Angle[JD_Integers[3]] degrees)
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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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JD_TreesDestroy[JD_Integers[3]] Equal to True
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Then - Actions
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Destructible - Pick every destructible within 150.00 of JD_TempPoint[2] and do (Destructible - Kill (Picked destructible))
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Else - Actions
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Unit - Move JD_Unit[JD_Integers[3]] instantly to JD_TempPoint[2]
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Set JD_ReachedDistance[JD_Integers[3]] = (JD_ReachedDistance[JD_Integers[3]] + JD_SpeedUnits[JD_Integers[3]])
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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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(Random integer number between 1 and 5) Equal to 1
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Then - Actions
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Special Effect - Create a special effect attached to the chest of JD_Unit[JD_Integers[3]] using JD_Effect[JD_Integers[3]]
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Set JD_RealTimer[JD_Integers[3]] = (JD_RealTimer[JD_Integers[3]] + (180.00 / (JD_Distances[JD_Integers[3]] / JD_SpeedUnits[JD_Integers[3]])))
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Set JD_JumpHigh[JD_Integers[3]] = ((Sin(JD_RealTimer[JD_Integers[3]])) x JD_HighSettings[JD_Integers[3]])
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Animation - Change JD_Unit[JD_Integers[3]] flying height to JD_JumpHigh[JD_Integers[3]] at 1000000000.00
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Custom script: call RemoveLocation (udg_JD_TempPoint[1])
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Custom script: call RemoveLocation (udg_JD_TempPoint[2])
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Else - Actions
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Unit Group - Remove JD_Unit[JD_Integers[3]] from JD_Group
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Animation - Change JD_Unit[JD_Integers[3]]'s animation speed to 100.00% of its original speed
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Animation - Reset JD_Unit[JD_Integers[3]]'s animation
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Set JD_RealTimer[JD_Integers[3]] = 0.00
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Set JD_Integers[1] = (JD_Integers[1] - 1)
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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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JD_Integers[1] Equal to 0
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Then - Actions
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Set JD_Integers[2] = 0
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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i really need this trigger to work, becuase its an essential trigger for my map..
Edit: i managed to make the destructibles not created out of grid, however, now it is the unit that is moving out of the grid..
(i updated the triggers)
Last edited: