- Joined
- Dec 15, 2012
- Messages
- 650
I just share what I know to here. I don't know how many people knew this. It's useful.
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Jump Start
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Events
- Unit - A unit Finishes casting an ability
- Conditions
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Actions
- Unit - Add Crow Form to (Triggering unit)
- Unit - Remove Crow Form from (Triggering unit)
- Animation - Change (Triggering unit) flying height to 175.00 at 750.00
- Unit - Turn collision for (Triggering unit) Off
- Countdown Timer - Start Timer[(Player number of (Triggering player))] as a One-shot timer that will expire in 0.20 seconds //You can just use "register event" for all units and players
- Set Jump_Unit[(Player number of (Triggering player))] = (Triggering unit)
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Events
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Jump End
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Events
- Time - Timer[1] expires
- Time - Timer[2] expires
- Time - Timer[3] expires
- Time - Timer[4] expires
- Time - Timer[5] expires
- Time - Timer[6] expires
- Time - Timer[7] expires
- Time - Timer[8] expires
- Time - Timer[9] expires
- Time - Timer[10] expires
- Time - Timer[11] expires
- Time - Timer[12] expires
- Conditions
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Actions
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For each (Integer B) from 1 to 12, do (Actions)
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Loop - Actions
- Custom script: if GetExpiredTimer() == udg_Timer[bj_forLoopBIndex] then
- Set Off = (Integer B)
- Custom script: endif
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Loop - Actions
- Unit - Add Crow Form to Jump_Unit[Off]
- Unit - Remove Crow Form from Jump_Unit[Off]
- Animation - Change Jump_Unit[Off] flying height to 0.00 at 1000.00
- Unit - Turn collision for Jump_Unit[Off] On
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For each (Integer B) from 1 to 12, do (Actions)
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Events