Moderator
M
Moderator
12.12
IcemanBo: For long time as NeedsFix. Rejected.
Bribe
- Leaks
- Not Mui
- Needs fix
IcemanBo: For long time as NeedsFix. Rejected.
Bribe
- Leaks
- Not Mui
- Needs fix
(0 ratings)
Waits are mui but the way people use them it usually isn't so don't blame waits.. blame people.
You filled this map with quite a large ammount of sh*t.
Well the spell itself:
Casting
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Earth Slice
Actions
Set Target2 = (Target unit of ability being cast)
Set Caster2 = (Triggering unit)
Set Location2 = (Position of Caster2)
Trigger - Turn on Target <gen>
Wait 0.04 seconds
Trigger - Turn off Target <gen>
Target
Events
Time - Every 0.04 seconds of game time
Conditions
Actions
Environment - Create a 0.50 second wave deformation from (Position of Caster2) to (Position of Target2) with radius 256.00, depth 100.00, and a 0.00 second trailing delay
Special Effect - Create a special effect at (Position of Caster2) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Unit - Add Jump Animation to Target2
Unit - Remove Jump Animation from Target2
Unit - Turn collision for Target2 Off
Unit - Pause Target2
Animation - Change Target2 flying height to 500.00 at 500.00
Wait 0.90 seconds
Animation - Change Target2 flying height to 0.00 at 1000.00
Wait 0.90 seconds
Unit - Turn collision for Target2 On
Unit - Unpause Target2
Vote for Rejection
Not MUI neither MPI.
Uses Waits.
Leaks like hell.
No configurables.
For jump spell use Crow Form instead of a custom ability.
Well you know it wrong....
Environment - .... (Position of Caster2) to (Position of Target2) ...
I counted 3.... but it's no matter until you have these goddamn waits.
Special Effect - ..... (Position of Caster2) ....
So what do u propose i should do. To make it as i imagine it without those waits.Cuz if i remove them, the spell doesnt look like it should, it just makes tunder beneath the target.
Use an indexing system template that you can find at the spells section or use the one I made
For the leaks just set the locations to variables:first set the maximum array value, try to set it to a proper value under 10.
Init
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ability
Actions
Set Get = False
For each (Integer A) from 1 to Max, do (Actions) [loop till the maximum size given in an init trigger]
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Get Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Recycle[(Integer A)] Equal to True [checks if the integer A slot is free]
Then - Actions
Set Index = (Integer A)
Set Get= True [with this the trigger only choose the first free slot]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer A) Equal to Max
Then - Actions
Set Max = (Max + 1) [if the current size is not enought it increases it]
Set Recycle[Max] = True
Else - Actions
Else - Actions
Set Caster[Index] = (Triggering unit)
Set Timer[Index] = (2.00 + (Real((Level of Ability for Caster[Index]))))
Set Etc.... [other things you want to store example locations or damage]
Set Has[Index] = True [this will check if the trigger still have to run for that unit]
Set Count = (Count + 1) [counts the number of units casted the spell]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Loop <gen> is on) Equal to False
Then - Actions
Trigger - Turn on Loop <gen>
Else - Actions
Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer Integer) from 1 to Max, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Has[Integer] Equal to True
Then - Actions
[Things you want to do]
Else - Actions
[Clean leaks and others]
Set Has[Index] = False
Set Count = (Count - 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Count Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Then destroy it after you don't need it anymore:
Set TempPoint1 = Position of Target
You have to set the locations everytime like this:
Custom Script: call RemoveLocation(udg_TempPoint1)
and you have to destroy these everytime you don't need it for the current instance.
Set TempPoint2 = TempPoint1 offset by XYZ angle XYZ
function test takes nothing returns nothing
local unit Target = GetSpellTargetUnit()
call TriggerSleepAction(10.00)
call UnitDamageTarget(blahblah)
endfunction
Why not? just askingMy comment will be same as Marsal2000
Never use "wait" function in any spells.