Moderator
M
Moderator
19:13, 12th Jul 2010
TriggerHappy:
Leakless and MUI.
TriggerHappy:
Leakless and MUI.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
(1 ratings)
Approved
Start

Ereignisse


Einheit - A unit Startet den Effekt einer Fähigkeit

Bedingungen


(Ability being cast) Gleich Earth Shock

Aktionen


-------- Indexing --------


-------- ------------------------ --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



'IF'-Bedingungen




IS_Index[1] Gleich 0



'THEN'-Aktionen




Auslöser - Turn on Loop <gen>



'ELSE'-Aktionen




-------- ------------------------ --------




-------- ~No Else~ --------


Set IS_Index[1] = (IS_Index[1] + 1)


Set IS_Index[2] = (IS_Index[2] + 1)


-------- Indexing --------


-------- ------------------------ --------


-------- The MUI boolean --------


Set IS_Boolean[IS_Index[2]] = True


-------- ------------------------ --------


-------- The speed of the wave ** --------


Set IS_Speed[IS_Index[2]] = 12.00


-------- ------------------------ --------


-------- Storing Caster into variable --------


Set IS_Hero[IS_Index[2]] = (Triggering unit)


-------- ------------------------ --------


-------- The Locations in which dummy unit is created --------


Set IS_Loc[0] = (Position of (Triggering unit))


Set IS_Loc[1] = (IS_Loc[0] offset by 50.00 towards (Facing of (Triggering unit)) degrees)


-------- ------------------------ --------


-------- Creating the dummy unit --------


Einheit - Create 1 Dummy for (Owner of (Triggering unit)) at IS_Loc[1] facing (Facing of (Triggering unit)) degrees


-------- ------------------------ --------


-------- Adding the lifespan to the wave ** --------


Einheit - Add a 4.00 second Standard expiration timer to (Last created unit)


-------- ------------------------ --------


-------- Storing the dummy wave unit --------


Set IS_Dummy[IS_Index[2]] = (Last created unit)


-------- ------------------------ --------


-------- Setting the angle in which the unit will move --------


Set IS_Angle[IS_Index[2]] = (Angle from IS_Loc[0] to IS_Loc[1])


-------- ------------------------ --------


-------- Clearing all the leaks --------


Custom script: call RemoveLocation( udg_IS_Loc[1] )


Custom script: call RemoveLocation( udg_IS_Loc[0] )
Loop

Ereignisse


Zeit - Every 0.03 seconds of game time

Bedingungen

Aktionen


For each (Integer IS_Index[3]) from 1 to IS_Index[2], do (Actions)



Schleifen - Aktionen




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





'IF'-Bedingungen






IS_Boolean[IS_Index[3]] Gleich True





'THEN'-Aktionen






-------- ------------------------ --------






-------- If the MUI boolean is still true we do the following --------






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







'IF'-Bedingungen








(IS_Dummy[IS_Index[3]] is alive) Gleich True







'THEN'-Aktionen








-------- ------------------------ --------








-------- A wait counter for the impale ability --------








Set IS_Wait[IS_Index[3]] = (IS_Wait[IS_Index[3]] + 0.03)








-------- ------------------------ --------








-------- The next location for the dummy unit --------








Set IS_Loc[2] = (Position of IS_Dummy[IS_Index[3]])








Set IS_Loc[3] = (IS_Loc[2] offset by IS_Speed[IS_Index[3]] towards IS_Angle[IS_Index[3]] degrees)








-------- ------------------------ --------








-------- Moving the dummy wave unit --------








Einheit - Move IS_Dummy[IS_Index[3]] instantly to IS_Loc[3]








-------- ------------------------ --------








-------- The eye candy for the wave --------








Spezialeffekt - Create a special effect at IS_Loc[3] using Abilities\Weapons\FireBallMissile\FireBallMissile.mdl








Spezialeffekt - Destroy (Last created special effect)








Spezialeffekt - Create a special effect at IS_Loc[3] using Abilities\Weapons\GyroCopter\GyroCopterMissile.mdl








Spezialeffekt - Destroy (Last created special effect)








-------- ------------------------ --------








-------- When the wait counter is over we do the following --------








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









'IF'-Bedingungen










IS_Wait[IS_Index[3]] Größer gleich 0.10









'THEN'-Aktionen










-------- ------------------------ --------










-------- The location in which the dummy unit will impale --------










Set IS_Loc[4] = (IS_Loc[2] offset by 250.00 towards (Random angle) degrees)










-------- ------------------------ --------










-------- Creating the dummy unit --------










Einheit - Create 1 Dummy for (Owner of IS_Hero[IS_Index[3]]) at IS_Loc[3] facing Vorgabe für Gebäude-Ausrichtung degrees










-------- ------------------------ --------










-------- Adding a lifespan to the dummy unit --------










Einheit - Add a 2.00 second Standard expiration timer to (Last created unit)










-------- ------------------------ --------










-------- Adding the dummy ability --------










Einheit - Add Dummy to (Last created unit)










-------- ------------------------ --------










-------- Setting the level of ability so it does the appropriate damage. --------










Einheit - Set level of Dummy for (Last created unit) to (Level of Earth Shock for IS_Hero[IS_Index[3]])










-------- ------------------------ --------










-------- Ordering the dummy unit to impale the targeted area --------










Einheit - Order (Last created unit) to Untoten-Gruftlord - 'Aufspießen' IS_Loc[4]










-------- ------------------------ --------










-------- Resetting the wait counter --------










Set IS_Wait[IS_Index[3]] = 0.00










-------- ------------------------ --------










-------- Crearing the leak. --------










Custom script: call RemoveLocation( udg_IS_Loc[4] )









'ELSE'-Aktionen










-------- ------------------------ --------










-------- ~No Else~ --------








-------- ------------------------ --------








-------- Crearing the leaks. --------








Custom script: call RemoveLocation( udg_IS_Loc[2] )








Custom script: call RemoveLocation( udg_IS_Loc[3] )







'ELSE'-Aktionen








-------- ------------------------ --------








-------- If the wave dummy is dead we set the number of instances running to -1 --------








Set IS_Index[1] = (IS_Index[1] - 1)








-------- ------------------------ --------








-------- The MUI boolean --------








Set IS_Boolean[IS_Index[3]] = False








-------- ------------------------ --------








-------- When there are no instances running we do the following --------








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









'IF'-Bedingungen










IS_Index[1] Gleich 0









'THEN'-Aktionen










-------- ------------------------ --------










-------- If there are no instances running we reset the indexes --------










Set IS_Index[2] = 0










-------- ------------------------ --------










-------- And turn off the Loop --------










Auslöser - Turn off (This trigger)









'ELSE'-Aktionen










-------- ------------------------ --------










-------- ~No Else~ --------





'ELSE'-Aktionen






-------- ------------------------ --------






-------- ~No Else~ --------