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This system is so simple, uploading it should count as trolling, but it actually is quite useful.
With this simple system, you would never need to add crow form and remove it ever again.
All ground units would be able to 'fly'.
It's also more efficient this way since you can omit 2 function calls per spell cast (for spells involving 3D movement).
GUI AutoFly
Events
Game - UnitIndexEvent becomes Equal to 1.00
Conditions
Actions
-------- ----------------- --------
-------- This trigger will run whenever a unit is indexed. --------
-------- This means that it runs whenever a new unit enters the map. --------
-------- ----------------- --------
-------- First, I'm adding the crow form ability to the indexed unit. --------
-------- The reason we're using it inside an if block is because the "UnitAddAbility" function returns a boolean. --------
-------- This boolean represents the successfulness of the ability adding. We need this here, because if a unit --------
-------- already had a crow form ability, it couldn't be added. The reason we're also using UnitRemoveAbility --------
-------- in the same line is because JASS has a short-circuiting feature. If one of the expressions in an 'and' --------
-------- expression returns false, then it stops. --------
-------- ----------------- --------
-------- We do not want to call UnitRemoveAbility for a unit that failed to have the ability added. --------
-------- Without this form of protection, units that already had the crow form ability would have it --------
-------- removed completely. --------
-------- ----------------- --------
Custom script: if UnitAddAbility(udg_UDexUnits[udg_UDex], 'Amrf') and UnitRemoveAbility(udg_UDexUnits[udg_UDex], 'Amrf') then
Though I would say anybody who'd need to make units able to fly for their spell to work would probably just do it themselves long before looking on the site for a system to help them do it XD
Well, yeah, that's true.
That's why this system is only for people making maps
If they've started the map a long time ago, they can shorten their triggers by removing the Add/Remove Crow form lines, and just put this into their maps. Maps are assumed to have unit indexers in them already because they're very standard and common.
If they're starting one, they'd use this if they were sane and had tons of Z-movement spells ^_^
After not being able to browse the spells section for months, this is what I saw on top... And I was like, "hey they should approve this already"... XD
Having fewer lines in GUI helps the trigger to load more quickly when viewing it, and also easier to copy & paste in case the user wants to consolidate a bunch of triggers with the same event. And with GetBooleanAnd instead of "local boolean b" the user can copy & paste it wherever without a syntax error.
'Arav' works the same way but 'Amrf' is not an ability found on regular-units (unlike Arav which belongs to DotT).
I believe using Amrf instead of Arav is leftover from the time before we used "if UnitAddAbility", so we would remove the ability no matter if that function returned true or not. I could be wrong. Berb(anog) might know more on this.
If you can make them "fly" (LITERALLY), this will be an awesome system.
Currently you're just changing its height so it will make the unit look like it is "flying" but it's not, it's just visual.
You still can't cross cliffs/waters/etc.
I wish you could do this, this would be awesome
I tried to do this, but end up creating 2 different units per unit-type, that's not efficient would it ?
Same as Maker's Melee/Range Switch system, it requires you to create 2 unit per unit-type, quite non-user-friendly if you ask me.
the thing is, the most efficient way to do it in wc3 is by having two units... which is not always good especially in maps where data is specific to each unit...
and users can always make everything pathable then just create customized pathing systems...
I think you should add the Event line "UnitIndexEvent equal to 0.5" to make summoned units also able to change their Z, since in Bribe's Unit indexing system UnitIndexEvent = 0.5 is used to detect a unit being summoned.
I think you should add the Event line "UnitIndexEvent equal to 0.5" to make summoned units also able to change their Z, since in Bribe's Unit indexing system UnitIndexEvent = 0.5 is used to detect a unit being summoned.
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