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[GUI] Paintball Map Starter Kit by PippoKiller

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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This is a GUI, MUI PAINTBALL STARTER KIT!!!...
but... what means that?
That means that you can take items (missles) and shot them with an ability.
When you cast the ability, it shot the first missle it find in your inventory.
Casted the spell, the missle will go toward the point you casted the spell, and it explode after some time (i will explain it later), or if it it took a ground unit.
It is very simple to use it, here is the "guide":
HOW TO CREATE YOUR OWN MISSLES:
1.COPY AND PAST THE (MISSLE) ITEM, YOU ONLY NEED TO CHANGE THE ICON AND THE ITEM NAME
2.COPY AND PAST THE ACTION INDICATED IN THE TRIGGER CASTMISSLE
3.CHANGE THE ITEM IN THE CONDITION AND THE UNIT TYPE IN THE VARIABLE, ACCORDING THE TWO THINGS.

SETTINGS:
(with this settigns you can choose easilty varius things)
-MISSLE MAX LIFE=SPEED
-ACQUISITION RANGE=DURATION (1xSEC) (don't put less than 1.0 seconds or it won't probably work)
-POINT-VALUE=DAMAGE

It is usefull as a paintball startkit...alright?
I think (and I hope) I made that spell with completely 0 leaks.
This spell contains too:
-Item stacking system
-Camera System
-Multiboard^^

Have fun to use my spell system and remember to give credits to PippoKiller (me) if you use it!!!

UPDATED: Removed some point leaks, changed hotkey from I to X...

UPDATED: Added Shadow Missle...

UPDATED: Added camera system, removed some leaks, changed (a little) terrain.

UPDATED: Removed more leaksand laggy things, changed screenshot, and now you can chose the missle to shot by clicking on the item!!! Have fun!

UPDATED: REMOVED ALL LEAKS REMAINING...PLS NOW APPROVE :D

UPDATED: NOW ALL IS REMOVED...GOD...xD...NOW YOU CAN APPROVE...

UPDATED: Attached the Dead trigger with the SpecialMissles trigger...

UPDATED: Now only trees can be destroyed by missles and not other destructibile...

UPDATED: Fixed the leaks caused by the destroying of the trees... WAITING FOR APPROVE :D

UPDATED: Removed laggs caused by camera...

Keywords:
missle missile system shot shoot spare gun fire ice GUI MUI gui mui items orb damage missles missiles launch attack paintball pinball pin paint ball
Contents

Missle System by PippoKiller (Map)

Reviews
17:05, 23rd Sep 2009 The_Reborn_Devil: Woops. I missed some of your leaks. Mainly polar projection in the trigger "CastMissle". Hanky: There are so many missile systems. And most of them do much more than your system. So please add more...
Level 14
Joined
Jan 15, 2007
Messages
349
OffGraphic said:
Excuse me, Dead units leak.
Make a trigger that removes dead units.

Wr0ngZ !1!111!

Well, if you set the correct death type for a unit the unit will be instantly removed from the memory (Death Type: 0/1). If you don't trust me check the example map out. And after a time every unit with whatever a death type get removed from the memory.
 

Attachments

  • testunitleak.w3x
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Level 13
Joined
May 10, 2009
Messages
868
Cool, but I found 3 leaks (point) in one action. o_O
  • SmallArena
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Set StupidPoint = (Random point in Regione 000 <gen>)
      • Unit - Create 1 Peasant for Player 2 (Blue) at StupidPoint facing 180.00 degrees
      • Set StupidPoint2 = ((Position of (Last created unit)) offset by (Distance between (Center of Regione 000 <gen>) and (Center of Regione 001 <gen>)) towards 180.00 degrees)
      • Unit - Order (Last created unit) to Move To StupidPoint2
      • Custom script: call RemoveLocation(udg_StupidPoint)
      • Custom script: call RemoveLocation(udg_StupidPoint2)
Change this to:
  • SmallArena
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Set StupidPoint = (Random point in Regione 000 <gen>)
      • Unit - Create 1 Peasant for Player 2 (Blue) at StupidPoint facing 180.00 degrees
      • Set StupidPoints[1] = (Position of (Last created unit))
      • Set StupidPoints[2] = (Center of Regione 000 <gen>)
      • Set StupidPoints[3] = (Center of Regione 001 <gen>)
      • Set StupidPoint2 = (StupidPoints[1] offset by (Distance between StupidPoints[2] and StupidPoints[3]) towards 180.00 degrees)
      • Unit - Order (Last created unit) to Move To StupidPoint2
      • Custom script: call RemoveLocation(udg_StupidPoint)
      • Custom script: call RemoveLocation(udg_StupidPoint2)
      • Custom script: call RemoveLocation(udg_StupidPoints[1])
      • Custom script: call RemoveLocation(udg_StupidPoints[2])
      • Custom script: call RemoveLocation(udg_StupidPoints[3])
 
Level 13
Joined
Mar 6, 2008
Messages
525
Cool, but I found 3 leaks (point) in one action. o_O
  • SmallArena
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Set StupidPoint = (Random point in Regione 000 <gen>)
      • Unit - Create 1 Peasant for Player 2 (Blue) at StupidPoint facing 180.00 degrees
      • Set StupidPoint2 = ((Position of (Last created unit)) offset by (Distance between (Center of Regione 000 <gen>) and (Center of Regione 001 <gen>)) towards 180.00 degrees)
      • Unit - Order (Last created unit) to Move To StupidPoint2
      • Custom script: call RemoveLocation(udg_StupidPoint)
      • Custom script: call RemoveLocation(udg_StupidPoint2)
Change this to:
  • SmallArena
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Set StupidPoint = (Random point in Regione 000 <gen>)
      • Unit - Create 1 Peasant for Player 2 (Blue) at StupidPoint facing 180.00 degrees
      • Set StupidPoints[1] = (Position of (Last created unit))
      • Set StupidPoints[2] = (Center of Regione 000 <gen>)
      • Set StupidPoints[3] = (Center of Regione 001 <gen>)
      • Set StupidPoint2 = (StupidPoints[1] offset by (Distance between StupidPoints[2] and StupidPoints[3]) towards 180.00 degrees)
      • Unit - Order (Last created unit) to Move To StupidPoint2
      • Custom script: call RemoveLocation(udg_StupidPoint)
      • Custom script: call RemoveLocation(udg_StupidPoint2)
      • Custom script: call RemoveLocation(udg_StupidPoints[1])
      • Custom script: call RemoveLocation(udg_StupidPoints[2])
      • Custom script: call RemoveLocation(udg_StupidPoints[3])

That's a stupid trigger useless...
 
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