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
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YOUR TRIGGER HERE [/triger] so that it will look like
[trigger] YOUR TRIGGER HERE
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.
Environment - .... (Position of Caster2) to (Position of Target2) ...
Special Effect - ..... (Position of Caster2) ....
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.
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
Set TempPoint1 = Position of Target
Custom Script: call RemoveLocation(udg_TempPoint1)
Set TempPoint2 = TempPoint1 offset by XYZ angle XYZ
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
Events

Unit - A unit starts the effect of an ability
Conditions

Ability being cast blahblah
Actions

Wait - 5 seconds

Unit - Kill (TriggeringUnit)
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.
