hey
i am making a spell......known.......kamehameha..........but most of failed or do ugly things like not keeping the same height .
even if the terrain ripples the beam should do a straight line from the caster to the end point!! if the terrain goes up than the beam should stop .
i tryed at but it failed.... maybe you would like to get the map instead ?
here is the code about
here is the code
i am making a spell......known.......kamehameha..........but most of failed or do ugly things like not keeping the same height .
even if the terrain ripples the beam should do a straight line from the caster to the end point!! if the terrain goes up than the beam should stop .
i tryed at but it failed.... maybe you would like to get the map instead ?
here is the code about
here is the code
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Else - Actions
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Set JumpXCaster = (Triggering unit)
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Set JumpXPoint = (Position of JumpXCaster)
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Set JumpXPoint2 = (Target point of ability being cast)
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Set JumpXAngle = (Angle from JumpXPoint to JumpXPoint2)
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Set JumpXMaxDistance = (Distance between JumpXPoint and JumpXPoint2)
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Set JumpX_MissileOrUnit = True
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Set JumpXArcOrHeight = True
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Set JumpXArc = 0.15
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Set JumpXMaxHeight = 700.00
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Set JumpXSpeed = 75.00
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Set JumpXDMG = (100.00 x (Real((Level of (Ability being cast) for JumpXCaster))))
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Set JumpXString = Abilities\Weapons\FaerieDragonMissile\FaerieDragonMissile.mdl
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Set JumpXString2 = Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
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Set JumpXDMG_AOE = 200.00
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Set JumpXDUMMY_ANIMATION_SPEED = 25.00
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Set JumpXDUMMY_BLUE = 100.00
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Set JumpXDUMMY_GREEN = 100.00
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Set JumpXDUMMY_RED = 100.00
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Set JumpXDUMMY_SIZE = 200.00
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Trigger - Run Trigger (checking conditions)
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Custom script: call RemoveLocation(udg_JumpXPoint)
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Custom script: call RemoveLocation(udg_JumpXPoint2)
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JumpX Engine
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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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JPX_Index_Size Equal to 0
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Then - Actions
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Trigger - Turn on JumpX Loop <gen>
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Else - Actions
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-------- Increase the index size --------
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Set JPX_Index_Size = (JPX_Index_Size + 1)
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-------- Dynamic Index --------
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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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JPX_Index_Size Greater than JPX_Index_maxSize
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Then - Actions
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Set JPX_Index[JPX_Index_Size] = JPX_Index_Size
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Set JPX_Index_maxSize = JPX_Index_Size
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Else - Actions
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-------- Dynamic Index End --------
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Set JPXInt = JPX_Index[JPX_Index_Size]
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-------- Setup those arrays --------
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-------- --------------------------------------------------------- --------
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Custom script: set udg_JPX_GROUPUnit[udg_JPXInt] = CreateGroup()
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Unit Group - Add all units of JumpXGroupUnit to JPX_GROUPUnit[JPXInt]
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Unit Group - Pick every unit in JPX_GROUPUnit[JPXInt] and do (Actions)
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Loop - Actions
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Unit - Add Storm Crow Form to (Picked unit)
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Unit - Remove Storm Crow Form from (Picked unit)
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-------- ################ --------
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Set TempLoc = (Position of JPX_CASTER[JPXInt])
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Set TempLoc2 = JumpXPoint2
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-------- ################ --------
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Set JPX_MISSILE[JPXInt] = JPX_CASTER[JPXInt]
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-------- --------------------------------------------------------- --------
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Set JPX_ANGLE[JPXInt] = JumpXAngle
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Set JPX_MaxDistance[JPXInt] = JumpXMaxDistance
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-------- --------------------------------------------------------- --------
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-------- ################ --------
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-------- --------------------------------------------------------- --------
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Set JPX_CurDistance[JPXInt] = 0.00
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Set JPX_FHEIGHT[JPXInt] = 0.00
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Set JPX_Formula[JPXInt] = 0.00
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-------- --------------------------------------------------------- --------
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Set JPX_COUNTER[JPXInt] = 0
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Set JPX_XCOUNTER[JPXInt] = 0
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-------- --------------------------------------------------------- --------
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-------- ################ --------
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-------- --------------------------------------------------------- --------
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-------- if true than set arc if false set max height --------
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Set JPX_SPEED[JPXInt] = JumpXSpeed
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Set JPX_ARC[JPXInt] = JumpXArc
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Set JPX_MAXHEIGHT[JPXInt] = JumpXMaxHeight
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-------- --------------------------------------------------------- --------
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-------- --------------------------------------------------------- --------
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Set JPX_ARCYesNo[JPXInt] = JumpXArcOrHeight
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Set JPX_MissileOrUnit[JPXInt] = JumpX_MissileOrUnit
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-------- --------------------------------------------------------- --------
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-------- --------------------------------------------------------- --------
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Set JPX_TIME_COUNTER1[JPXInt] = JumpXTIME_COUNTER1
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Set JPX_TIME_COUNTER2[JPXInt] = JumpXTIME_COUNTER2
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-------- --------------------------------------------------------- --------
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-------- --------------------------------------------------------- --------
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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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JPX_ARCYesNo[JPXInt] Equal to True
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Then - Actions
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Custom script: set udg_JPX_Formula2[udg_JPXInt] = ( 4 * udg_JPX_ARC[udg_JPXInt])
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Else - Actions
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Custom script: set udg_JPX_Formula2[udg_JPXInt] = ( 4 * udg_JPX_MAXHEIGHT[udg_JPXInt] / udg_JPX_MaxDistance[udg_JPXInt])
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-------- --------------------------------------------------------- --------
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-------- ################ --------
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-------- ################ --------
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-------- --------------------------------------------------------- --------
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Set JPX_INITIALHEIGHT[JPXInt] = (Current flying height of JPX_MISSILE[JPXInt])
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-------- some stuff to make it good mui --------
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Set JPX_BOOLEAN[JPXInt] = True
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Set JPX_BOOLEANBomb[JPXInt] = True
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-------- --------------------------------------------------------- --------
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-------- basic stuff to make the missile take height when need :) --------
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Unit - Add Storm Crow Form to JPX_MISSILE[JPXInt]
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Unit - Remove Storm Crow Form from JPX_MISSILE[JPXInt]
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Unit - Turn collision for JPX_MISSILE[JPXInt] Off
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Custom script: set udg_JPX_FHEIGHT[udg_JPXInt] = GetLocationZ(udg_TempLoc3 ) + GetUnitDefaultFlyHeight( udg_JPX_MISSILE[udg_JPXInt] )
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Custom script: call RemoveLocation(udg_TempLoc)
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Custom script: call RemoveLocation(udg_TempLoc2)
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Custom script: call RemoveLocation(udg_TempLoc3)
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Unit Group - Remove all units of JumpXGroupUnit from JumpXGroupUnit
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JumpX Loop
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Events
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Time - Every 0.05 seconds of game time
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Conditions
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Actions
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For each (Integer JPX_LOOP) from 1 to JPX_Index_Size, do (Actions)
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Loop - Actions
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-------- This let look everything cleaner. --------
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Set JPXInt = JPX_Index[JPX_LOOP]
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Set TempLoc = (Position of JPX_MISSILE[JPXInt])
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Set TempLoc2 = (TempLoc offset by JPX_SPEED[JPXInt] towards JPX_ANGLE[JPXInt] degrees)
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Set JPX_CURRENTHEIGHT[JPXInt] = (Current flying height of JPX_MISSILE[JPXInt])
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Set JPX_CurDistance[JPXInt] = (JPX_CurDistance[JPXInt] + JPX_SPEED[JPXInt])
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Custom script: set udg_JPX_Formula3[udg_JPXInt] = (udg_JPX_MaxDistance[udg_JPXInt] - udg_JPX_CurDistance[udg_JPXInt])
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Custom script: set udg_JPX_Formula4 [udg_JPXInt] =(udg_JPX_CurDistance[udg_JPXInt] / udg_JPX_MaxDistance[udg_JPXInt])
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Custom script: set udg_JPX_Formula[udg_JPXInt] = udg_JPX_Formula2[udg_JPXInt] * udg_JPX_Formula3[udg_JPXInt] * udg_JPX_Formula4[udg_JPXInt] - GetLocationZ( udg_TempLoc ) + udg_JPX_FHEIGHT[udg_JPXInt]
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Unit Group - Pick every unit in JPX_GROUPUnit[JPXInt] and do (Actions)
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Loop - Actions
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Custom script: call SetUnitFlyHeight( GetEnumUnit(),GetLocationZ(udg_TempLoc)+udg_JPX_Formula[udg_JPXInt],0.)
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-------- Condition... --------
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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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JPX_CurDistance[JPXInt] Less than or equal to JPX_MaxDistance[JPXInt]
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Then - Actions
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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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((Playable map area) contains TempLoc2) Equal to True
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Then - Actions
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Else - Actions
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Set JPX_MaxDistance[JPXInt] = 0.00
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Custom script: set udg_JPX_Formula[udg_JPXInt] = 0.
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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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JPX_MissileOrUnit[JPXInt] Equal to True
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Then - Actions
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Else - Actions
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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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JPX_Formula[JPXInt] Greater than 0.00
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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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((Playable map area) contains TempLoc) Equal to True
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Then - Actions
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Else - Actions
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Set JPX_MaxDistance[JPXInt] = 0.00
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Custom script: set udg_JPX_Formula[udg_JPXInt] = 0.
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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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JPX_MissileOrUnit[JPXInt] Equal to True
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Then - Actions
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Else - Actions
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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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JPX_BOOLEANBomb[JPXInt] 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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JPX_Formula[JPXInt] Less than or equal to 0.00
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Then - Actions
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Set JPX_BOOLEANBomb[JPXInt] = False
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Game - Display to (All players) the text: KILL THE MISSILE
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Unit Group - Pick every unit in JPX_GROUPUnit[JPXInt] and do (Actions)
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Loop - Actions
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Animation - Change (Picked unit) flying height to JPX_INITIALHEIGHT[JPXInt] at 0.00
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Unit Group - Remove all units of JPX_GROUPUnit[JPXInt] from JPX_GROUPUnit[JPXInt]
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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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JPX_MissileOrUnit[JPXInt] Equal to True
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Then - Actions
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Else - Actions
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Unit - Turn collision for JPX_MISSILE[JPXInt] On
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Special Effect - Destroy JPX_SFX[JPXInt]
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Game - Display to (All players) the text: END
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Custom script: call DestroyGroup( udg_JPX_GROUPUnit[udg_JPXInt])
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-------- RecycleIndex --------
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Set JPX_Index[JPX_LOOP] = JPX_Index[JPX_Index_Size]
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Set JPX_Index[JPX_Index_Size] = JPXInt
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Set JPX_Index_Size = (JPX_Index_Size - 1)
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Set JPX_LOOP = (JPX_LOOP - 1)
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Else - Actions
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Else - Actions
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Custom script: call RemoveLocation(udg_TempLoc)
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-------- Turn the trigger again off if the index_size is below 0... --------
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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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JPX_Index_Size Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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Custom script: call RemoveLocation(udg_TempLoc2)
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