• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Double Spinning Blade v1.1.5

I just thinking, i join hive for what? modding right? so i guess one resource is better than nothing.

Double Spinning Blade
The User throw a spinning blade towards the target point, for set amount of time the blade will destroyed and the user's illusion will appeared at blade's location. Then he throw a spinning blade again to the user's current location.
Level 1 - 75 damage.
Level 2 - 100 damage.
Level 3 - 125 damage.

[highlight]READ!! IMPORTANT!![/code]
[highlight]How to Import[/code]
Go to World Editor => file => Preferences => Check the "Automatically create unknown Variable while pasting trigger data" => ok
Copy all triggers (except "Do not import this" trigger) to your map
then open Object Editor, copy the "Spinning Blade" and "Rokhan Dummy" to your map. and store them into Configuration Trigger
(Set DSB_Dummy_Type = Spinning Blade and Set DSB_Dummy_Type2 = Rokhan Dummy)
remember, the first dummy type is for the blade, and the second dummy type is for the illusion

  • Configuration
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- --------------------------------------------- --------
      • -------- Store your ability id here --------
      • Set DSB_Ability_ID = Double Spinning Blade
      • -------- Store your dummy here --------
      • Set DSB_Dummy_Type = Spinning Blade
      • Set DSB_Dummy_Type2 = Rokhan Dummy
      • -------- Your Dummy's animation when cast the spell --------
      • Set DSB_Dummy2_Animation = attack
      • -------- Your Dummy's animation speed when play it's animation --------
      • Set DSB_Animation_Speed = 200.00
      • -------- Your 2nd Dummy's expiration timer --------
      • Set DSB_Dummy2_Lifetime = 1.00
      • -------- Your 2nd Dummy's color (RGB) --------
      • Set DSB_Dummy2_RED = 60.00
      • Set DSB_Dummy2_GREEN = 60.00
      • Set DSB_Dummy2_BLUE = 60.00
      • -------- Your 2nd Dummy's transparency --------
      • Set DSB_Dummy2_Transparency = 60.00
      • -------- Your ability's damage when it's hit enemies in the line --------
      • Set DSB_Damage[1] = 75.00
      • Set DSB_Damage[2] = 100.00
      • Set DSB_Damage[3] = 125.00
      • -------- Area of Effect of the ability --------
      • Set DSB_AoE = 150.00
      • -------- How far your blade travels --------
      • Set DSB_Distance = 1000.00
      • -------- How far your blade spawns --------
      • Set DSB_Start_Range = 100.00
      • -------- Sound Effect which will appear when your caster cast the spell. Set it to no sound if you don't want to play a sound --------
      • Set DSB_SoundEffect = HeroShadowhunterMissileLaunch1 <gen>
      • -------- Special Effect which spawn when the blade hits your enemies --------
      • Set DSB_Special_Effect = Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
      • -------- which point your special effect will spawned at? head/chest/hand/overhead/origin, etc --------
      • Set DSB_Special_Effect_Location = chest
      • -------- Yes = Will Destroy Trees / No = Won't Destroy Trees --------
      • Set DSB_Destroy_Tree = True
      • -------- Do you want your shadow throw the blade back to you? if yes, set this to "True". if no, set this to "False" --------
      • Set DSB_Shadow = True
      • -------- --------------------------------------------- --------
      • -------- Conditions Configuration --------
      • -------- --------------------------------------------- --------
      • -------- Units Belongs to enemy player --------
      • Set DSB_Conditions[1] = True
      • -------- Units is Alive --------
      • Set DSB_Conditions[2] = True
      • -------- Units is Magic Immune --------
      • Set DSB_Conditions[3] = False
      • -------- Units is a Structure --------
      • Set DSB_Conditions[4] = False
      • -------- Units is in UnDamage Group (to prevent damage looping) --------
      • Set DSB_Conditions[5] = False
      • -------- --------------------------------------------- --------
      • -------- DO NOT CHANGE THIS (BELOW) --------
      • -------- --------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DSB_Destroy_Tree Equal to True
        • Then - Actions
          • Set TempPoint = (Center of (Playable map area))
          • Unit - Create 1 Peasant for Neutral Passive at TempPoint facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Set DSB_Destroyer = (Last created unit)
          • Unit - Hide DSB_Destroyer
        • Else - Actions
      • -------- --------------------------------------------- --------
  • Double Spinning Blade
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to DSB_Ability_ID
    • Actions
      • Set DSB_Max_Index = (DSB_Max_Index + 1)
      • Set DSB_Owner[DSB_Max_Index] = (Triggering player)
      • Set DSB_Caster[DSB_Max_Index] = (Triggering unit)
      • Set DSB_Ability_Level[DSB_Max_Index] = (Level of DSB_Ability_ID for DSB_Caster[DSB_Max_Index])
      • Set TempPoint = (Position of DSB_Caster[DSB_Max_Index])
      • Set TempPoint2 = (Target point of ability being cast)
      • Set DSB_Angle[DSB_Max_Index] = (Angle from TempPoint to TempPoint2)
      • Set TempPoint3 = (TempPoint offset by DSB_Start_Range towards DSB_Angle[DSB_Max_Index] degrees)
      • Sound - Play DSB_SoundEffect at 100.00% volume, located at TempPoint with Z offset 0.00
      • Unit - Create 1 DSB_Dummy_Type for DSB_Owner[DSB_Max_Index] at TempPoint3 facing DSB_Angle[DSB_Max_Index] degrees
      • Set DSB_Dummy[DSB_Max_Index] = (Last created unit)
      • Unit - Add a ((DSB_Distance x 0.03) x 0.03) second Generic expiration timer to DSB_Dummy[DSB_Max_Index]
      • Set DSB_Shdow[DSB_Max_Index] = True
      • Set DSB_Stage[DSB_Max_Index] = 1
      • Custom script: set udg_DSB_UnDamage_Group[udg_DSB_Max_Index] = CreateGroup()
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DSB_Max_Index Equal to 1
        • Then - Actions
          • Trigger - Turn on DSB Loop <gen>
        • Else - Actions
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call RemoveLocation(udg_TempPoint2)
      • Custom script: call RemoveLocation(udg_TempPoint3)
  • DSB Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer DSB_Current_Index) from 1 to DSB_Max_Index, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DSB_Stage[DSB_Current_Index] Equal to 1
            • Then - Actions
              • Set TempPoint = (Position of DSB_Dummy[DSB_Current_Index])
              • Set TempPoint2 = (TempPoint offset by (DSB_Distance x 0.03) towards DSB_Angle[DSB_Current_Index] degrees)
              • Unit - Move DSB_Dummy[DSB_Current_Index] instantly to TempPoint2
              • Set DSB_Damage_Group = (Units within DSB_AoE of TempPoint)
              • Unit Group - Pick every unit in DSB_Damage_Group and do (Actions)
                • Loop - Actions
                  • Set TempUnit = (Picked unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (TempUnit belongs to an enemy of DSB_Owner[DSB_Current_Index]) Equal to DSB_Conditions[1]
                      • (TempUnit is alive) Equal to DSB_Conditions[2]
                      • (TempUnit is Magic Immune) Equal to DSB_Conditions[3]
                      • (TempUnit is A structure) Equal to DSB_Conditions[4]
                      • (TempUnit is in DSB_UnDamage_Group[DSB_Current_Index]) Equal to DSB_Conditions[5]
                    • Then - Actions
                      • Unit - Cause DSB_Caster[DSB_Current_Index] to damage TempUnit, dealing DSB_Damage[DSB_Ability_Level[DSB_Current_Index]] damage of attack type Spells and damage type Normal
                      • Special Effect - Create a special effect attached to the DSB_Special_Effect_Location of TempUnit using DSB_Special_Effect
                      • Special Effect - Destroy (Last created special effect)
                      • Unit Group - Add TempUnit to DSB_UnDamage_Group[DSB_Current_Index]
                    • Else - Actions
              • Custom script: call DestroyGroup(udg_DSB_Damage_Group)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DSB_Destroy_Tree Equal to True
                • Then - Actions
                  • Destructible - Pick every destructible within DSB_AoE of TempPoint and do (Actions)
                    • Loop - Actions
                      • Set TempDest = (Picked destructible)
                      • Unit - Order DSB_Destroyer to Harvest TempDest
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Current order of DSB_Destroyer) Equal to (Order(harvest))
                        • Then - Actions
                          • Destructible - Kill TempDest
                        • Else - Actions
                      • Unit - Order DSB_Destroyer to Stop
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (DSB_Dummy[DSB_Current_Index] is dead) Equal to True
                • Then - Actions
                  • Custom script: call DestroyGroup(udg_DSB_UnDamage_Group[udg_DSB_Current_Index])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DSB_Shdow[DSB_Current_Index] Equal to True
                    • Then - Actions
                      • Custom script: set udg_DSB_UnDamage_Group[udg_DSB_Max_Index] = CreateGroup()
                      • Set DSB_Stage[DSB_Current_Index] = 2
                      • Set TempPoint2 = (Position of DSB_Caster[DSB_Current_Index])
                      • Unit - Create 1 DSB_Dummy_Type2 for DSB_Owner[DSB_Current_Index] at TempPoint facing TempPoint2
                      • Set DSB_Dummy2[DSB_Current_Index] = (Last created unit)
                      • Unit - Add a DSB_Dummy2_Lifetime second Generic expiration timer to DSB_Dummy2[DSB_Current_Index]
                      • Animation - Change DSB_Dummy2[DSB_Current_Index]'s animation speed to DSB_Animation_Speed% of its original speed
                      • Animation - Change DSB_Dummy2[DSB_Current_Index]'s vertex coloring to (DSB_Dummy2_RED%, DSB_Dummy2_GREEN%, DSB_Dummy2_BLUE%) with DSB_Dummy2_Transparency% transparency
                      • Animation - Play DSB_Dummy2[DSB_Current_Index]'s DSB_Dummy2_Animation animation
                      • Set TempPoint = (Position of DSB_Dummy2[DSB_Current_Index])
                      • Set DSB_Angle[DSB_Current_Index] = (Angle from TempPoint to TempPoint2)
                      • Custom script: call RemoveLocation(udg_TempPoint2)
                      • Set TempPoint3 = (TempPoint offset by DSB_Start_Range towards DSB_Angle[DSB_Current_Index] degrees)
                      • Unit - Remove DSB_Dummy[DSB_Current_Index] from the game
                      • Unit - Create 1 DSB_Dummy_Type for DSB_Owner[DSB_Current_Index] at TempPoint3 facing DSB_Angle[DSB_Current_Index] degrees
                      • Set DSB_Dummy[DSB_Current_Index] = (Last created unit)
                      • Unit - Add a ((DSB_Distance x 0.03) x 0.03) second Generic expiration timer to DSB_Dummy[DSB_Current_Index]
                      • Custom script: call RemoveLocation(udg_TempPoint)
                      • Custom script: call RemoveLocation(udg_TempPoint3)
                    • Else - Actions
                      • Unit - Remove DSB_Dummy[DSB_Current_Index] from the game
                      • Set DSB_Shdow[DSB_Current_Index] = DSB_Shdow[DSB_Max_Index]
                      • Set DSB_Dummy[DSB_Current_Index] = DSB_Dummy[DSB_Max_Index]
                      • Set DSB_Dummy[DSB_Max_Index] = No unit
                      • Set DSB_Caster[DSB_Current_Index] = DSB_Caster[DSB_Max_Index]
                      • Set DSB_Caster[DSB_Max_Index] = No unit
                      • Set DSB_Angle[DSB_Current_Index] = DSB_Angle[DSB_Max_Index]
                      • Set DSB_Angle[DSB_Max_Index] = 0.00
                      • Set DSB_Ability_Level[DSB_Current_Index] = DSB_Ability_Level[DSB_Max_Index]
                      • Set DSB_Ability_Level[DSB_Max_Index] = 0
                      • Set DSB_Stage[DSB_Current_Index] = DSB_Stage[DSB_Max_Index]
                      • Set DSB_Stage[DSB_Max_Index] = 0
                      • Set DSB_Current_Index = (DSB_Current_Index - 1)
                      • Set DSB_Max_Index = (DSB_Max_Index - 1)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • DSB_Max_Index Equal to 0
                        • Then - Actions
                          • Trigger - Turn off (This trigger)
                        • Else - Actions
                • Else - Actions
              • Custom script: call RemoveLocation(udg_TempPoint)
              • Custom script: call RemoveLocation(udg_TempPoint2)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DSB_Stage[DSB_Current_Index] Equal to 2
                • Then - Actions
                  • Set TempPoint = (Position of DSB_Dummy[DSB_Current_Index])
                  • Set TempPoint2 = (TempPoint offset by (DSB_Distance x 0.03) towards DSB_Angle[DSB_Current_Index] degrees)
                  • Unit - Move DSB_Dummy[DSB_Current_Index] instantly to TempPoint2
                  • Set DSB_Damage_Group = (Units within DSB_AoE of TempPoint)
                  • Unit Group - Pick every unit in DSB_Damage_Group and do (Actions)
                    • Loop - Actions
                      • Set TempUnit = (Picked unit)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (TempUnit belongs to an enemy of DSB_Owner[DSB_Current_Index]) Equal to DSB_Conditions[1]
                          • (TempUnit is alive) Equal to DSB_Conditions[2]
                          • (TempUnit is Magic Immune) Equal to DSB_Conditions[3]
                          • (TempUnit is A structure) Equal to DSB_Conditions[4]
                          • (TempUnit is in DSB_UnDamage_Group[DSB_Current_Index]) Equal to DSB_Conditions[5]
                        • Then - Actions
                          • Unit - Cause DSB_Caster[DSB_Current_Index] to damage TempUnit, dealing DSB_Damage[DSB_Ability_Level[DSB_Current_Index]] damage of attack type Spells and damage type Normal
                          • Special Effect - Create a special effect attached to the DSB_Special_Effect_Location of TempUnit using DSB_Special_Effect
                          • Special Effect - Destroy (Last created special effect)
                          • Unit Group - Add TempUnit to DSB_UnDamage_Group[DSB_Current_Index]
                        • Else - Actions
                  • Custom script: call DestroyGroup(udg_DSB_Damage_Group)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DSB_Destroy_Tree Equal to True
                    • Then - Actions
                      • Destructible - Pick every destructible within DSB_AoE of TempPoint and do (Actions)
                        • Loop - Actions
                          • Set TempDest = (Picked destructible)
                          • Unit - Order DSB_Destroyer to Harvest TempDest
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Current order of DSB_Destroyer) Equal to (Order(harvest))
                            • Then - Actions
                              • Destructible - Kill TempDest
                            • Else - Actions
                          • Unit - Order DSB_Destroyer to Stop
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (DSB_Dummy[DSB_Current_Index] is dead) Equal to True
                    • Then - Actions
                      • Set DSB_Shdow[DSB_Current_Index] = False
                      • Set DSB_Stage[DSB_Current_Index] = 1
                    • Else - Actions
                  • Custom script: call RemoveLocation(udg_TempPoint)
                  • Custom script: call RemoveLocation(udg_TempPoint2)
                • Else - Actions
232216-albums6736-picture73747.jpg

232216-albums6736-picture73746.jpg

232216-albums6736-picture73745.jpg

232216-albums6736-picture73744.jpg


Feedbacks and Suggestions is appreciated



v1.1.5
Added Follow Through Time
Added Sound
Minor Changes

v1.1.4
Dummy's Animation Speed is now configurable
You can change Double Spinning Blade to Single Spinning Blade with boolean (Configurable)

v1.1.3
Create the peasant for neutral passive
Remove the Dummy Removal Trigger
DSB_Damage_Group isn't an array group anymore
The dummies' vision is reduced to 500 (day/night)

v1.1.2
Remove Leaks

v1.1.1
Minor Changes

v1.1
Set unit variable after hide unit action - Fixed
Remove Location (TempPoint and TempPoint2) at Cast Trigger
Store Picked Unit to TempUnit
Store Picked Dest to TempDest
Remove Current Stage Checker
Remove Location before changing stage
The Turn Off ITE is now moved to de-indexing portion of the spell
De-Index ability level

v1.0
Released


Keywords:
Rheiko, Double, Two, Spinning, Spin, Blade, Shuriken, Double Spinning Blade, Shadow, Illusion, Throw.
Contents

Double Spinning Blade v1.1.5 (Map)

Reviews
Double Spinning Blade v1.1.4 | Reviewed by Maker | 27th Sep 2013 APPROVED You put an inventive spin on the ability by having the shadow throw the projectile back. You made a solid ability Don't create the harvester if...
Level 29
Joined
Oct 24, 2012
Messages
6,543
Store picked unit before the ITE and use the variable in the conditions.
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • ((Picked unit) belongs to an enemy of DSB_Owner[DSB_Current_Index]) Equal to DSB_Conditions[1]
  • ((Picked unit) is alive) Equal to DSB_Conditions[2]
  • ((Picked unit) is Magic Immune) Equal to DSB_Conditions[3]
  • ((Picked unit) is A structure) Equal to DSB_Conditions[4]
  • ((Picked unit) is in DSB_UnDamage_Group[DSB_Current_Index]) Equal to DSB_Conditions[5]
  • Then - Actions
  • Set TempUnit = (Picked unit)
Move your turn off ITE in the loop trigger into the de-indexing portion of the spell.

You also leak tempPoint and tempPoint2 in your looping trigger.
 
Level 29
Joined
Oct 24, 2012
Messages
6,543
Here.
  • Set TempPoint = (Position of DSB_Dummy[DSB_Current_Index])
  • Set TempPoint2 = (TempPoint offset by (DSB_Distance x 0.03) towards DSB_Angle[DSB_Current_Index] degrees)
  • Unit - Move DSB_Dummy[DSB_Current_Index] instantly to TempPoint2
  • Set DSB_Damage_Group[DSB_Current_Index] = (Units within DSB_AoE of TempPoint)
  • Unit Group - Pick every unit in DSB_Damage_Group[DSB_Current_Index] and do (Actions)
  • Loop - Actions
  • Set TempUnit = (Picked unit)
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (TempUnit belongs to an enemy of DSB_Owner[DSB_Current_Index]) Equal to DSB_Conditions[1]
  • (TempUnit is alive) Equal to DSB_Conditions[2]
  • (TempUnit is Magic Immune) Equal to DSB_Conditions[3]
  • (TempUnit is A structure) Equal to DSB_Conditions[4]
  • (TempUnit is in DSB_UnDamage_Group[DSB_Current_Index]) Equal to DSB_Conditions[5]
  • Then - Actions
  • Unit - Cause DSB_Caster[DSB_Current_Index] to damage TempUnit, dealing DSB_Damage[DSB_Ability_Level[DSB_Current_Index]] damage of attack type Spells and damage type Normal
  • Special Effect - Create a special effect attached to the DSB_Special_Effect_Location of TempUnit using DSB_Special_Effect
  • Special Effect - Destroy (Last created special effect)
  • Unit Group - Add TempUnit to DSB_UnDamage_Group[DSB_Current_Index]
  • Else - Actions
  • Custom script: call DestroyGroup(udg_DSB_Damage_Group[udg_DSB_Current_Index])
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • DSB_Destroy_Tree Equal to True
  • Then - Actions
  • Destructible - Pick every destructible within DSB_AoE of TempPoint and do (Actions)
  • Loop - Actions
  • Set TempDest = (Picked destructible)
  • Unit - Order DSB_Destroyer to Harvest TempDest
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Current order of DSB_Destroyer) Equal to (Order(harvest))
  • Then - Actions
  • Destructible - Kill TempDest
  • Else - Actions
  • Unit - Order DSB_Destroyer to Stop
  • Else - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (DSB_Dummy[DSB_Current_Index] is dead) Equal to True
  • Then - Actions
  • Custom script: call DestroyGroup(udg_DSB_UnDamage_Group[udg_DSB_Current_Index])
  • Custom script: set udg_DSB_UnDamage_Group[udg_DSB_Max_Index] = CreateGroup()
  • Set DSB_Stage[DSB_Current_Index] = 2
  • Custom script: call RemoveLocation(udg_TempPoint2)
  • Set TempPoint2 = (Position of DSB_Caster[DSB_Current_Index])
  • Unit - Create 1 DSB_Dummy_Type2 for DSB_Owner[DSB_Current_Index] at TempPoint facing TempPoint2
  • Set DSB_Dummy2[DSB_Current_Index] = (Last created unit)
  • Unit - Add a DSB_Dummy2_Lifetime second Generic expiration timer to DSB_Dummy2[DSB_Current_Index]
  • Animation - Change DSB_Dummy2[DSB_Current_Index]'s vertex coloring to (DSB_Dummy2_RED%, DSB_Dummy2_GREEN%, DSB_Dummy2_BLUE%) with DSB_Dummy2_Transparency% transparency
  • Animation - Play DSB_Dummy2[DSB_Current_Index]'s DSB_Dummy2_Animation animation
  • Custom script: call RemoveLocation(udg_TempPoint)
  • Set TempPoint = (Position of DSB_Dummy2[DSB_Current_Index])
  • Set DSB_Angle[DSB_Current_Index] = (Angle from TempPoint to TempPoint2)
  • Set TempPoint3 = (TempPoint offset by DSB_Start_Range towards DSB_Angle[DSB_Current_Index] degrees)
  • Unit - Remove DSB_Dummy[DSB_Current_Index] from the game
  • Unit - Create 1 DSB_Dummy_Type for DSB_Owner[DSB_Current_Index] at TempPoint3 facing DSB_Angle[DSB_Current_Index] degrees
  • Set DSB_Dummy[DSB_Current_Index] = (Last created unit)
  • Unit - Add a ((DSB_Distance x 0.03) x 0.03) second Generic expiration timer to DSB_Dummy[DSB_Current_Index]
  • Custom script: call RemoveLocation(udg_TempPoint)
  • Custom script: call RemoveLocation(udg_TempPoint3)
  • Else - Actions
  • Custom script: call RemoveLocation(udg_TempPoint)
  • Custom script: call RemoveLocation(udg_TempPoint2)
You need to remove the point handle before you overwrite it.
 
Level 20
Joined
Aug 13, 2013
Messages
1,696
^ I don't know where it is maybe in wc3 threads. Tell Ofel where did he download that model or use the spell of Ofel that uses that model like "Seeking Cluster Rockets" then export and import the model " dummy.mdx "
 
Level 16
Joined
Jul 31, 2012
Messages
2,217

Review

Suggestions

Rating

None, Good spell, and very useful
You can add a boolean that makes the following:
if true, the shadow will appear and throw the blade back
if false, the blade will just disappear without any shadow
the reason?:
many people that are not very good at triggering do not know how to create a line damaging spell, meaning it only damages units once, they know to make loop damaging

Add a delay before the blade is thrown back, to maintain the animation of the shadow, to make it look more real
and make the shadow a little less invisible, he does not appear well in the game

225233-albums6523-picture74071.jpg
 
Level 19
Joined
Apr 21, 2013
Messages
1,194
why did you create arrays for ability level, angle, caster, conditions, damage, dummy unit etc.

I'm trying to make my own spell with using triggers and i'm studying over your triggers i use just the type of the variable like the caster is a unit type variable not unit array .

Can you explain the reason i'm just wondering if yours is more efficient by this way.
 
Level 20
Joined
Aug 13, 2013
Messages
1,696
why did you create arrays for ability level, angle, caster, conditions, damage, dummy unit etc.

I'm trying to make my own spell with using triggers and i'm studying over your triggers i use just the type of the variable like the caster is a unit type variable not unit array .

Can you explain the reason i'm just wondering if yours is more efficient by this way.

If you see some are arrays, It is called Indexed Arrays. This method can do a MUI ( Multi - Unit Instanceability ). These method needed a two integer variables, Allocating into the execution and deallocating or recycling in the loop. There are some methods making your spell MUI. Indexed Arrays, Dynamic Indexing, Linked List, Hashtable, Unit Indexer.

So you want to learn what Rheiko does a method??? Read here: Dynamic Indexing
 
Top