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[GUI] Regarding unit position

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Level 4
Joined
May 27, 2009
Messages
44
I would appreciate if you used GUI on this:

TRAP WARD
- Creates 8 wards and encircles the target area

PULL
- Pulls the target unit of ability being cast

CHAIN PULL
- Pulls the units affected/targeted by Chain

AOE PULL
- Slowly pulls all units within 500 AoE

FORTIFY
- All units of type (Footman) will cast ThunderClap
 
  • Trigger(s)
  • Events
    • A unit stars the effect of an ability
  • Conditions
    • Ability being cast Equal to (<Your ability>)
  • Actions:
  • ---------------
  • Trap ward
  • Set Point1 = (Target point of ability being cast)
  • For each (IntegerA) from 1 to 8
    • Loop - Actions
      • Set Point2 = ((Point1) offset by 256.00 towards (30.00 * (IntegerA)) degrees)
      • Unit - Create 1 Ward at (Point2) for (Owner of (Triggering unit)) facing default building degrees
  • Custom script: call RemoveLocation (udg_Point1)
  • Custom script: call RemoveLocation (udg_Point2)
  • --------------------------------
  • Fortify
  • Set Unit_Group = (Units of type Footman)
  • Unit Group - Pick up every unit in (Unit_Group) and (Do Actions)
    • Loop - Actions
      • Unit - Order (Picked unit) to Human Mountain King - Thunderclap
  • Custom script: call DestroyGroup (udg_Unit_Group)
  • --------------------------------
  • Pull
  • Set Target1 = (Target unit of ability being cast)
  • Set Caster = (Triggering unit)
  • Trigger - Turn on Trigger2 <gen>
  • Trigger2
  • Events
    • Time - Every 0.03 seconds of game-time
  • Conditions
  • Actions
    • Set Point = (Position of (Caster))
    • Set Point1 = (Position of (Target1))
    • Set Point2 = ((Point1) offset by 10.00 towards ((Angle from (Point) to (Point1)))
    • Unit - Move (Target1) instantly to (Point2)
    • Custom script: call RemoveLocation (udg_Point)
    • Custom script: call RemoveLocation (udg_Point1)
    • Custom script: call RemoveLocation (udg_Point2)
  • ----------------------------------
  • AoE Pull
  • Set Caster2 = (Triggering unit)
  • Set Point = (Position of (Caster2))
  • Set Temp_Group = (Units within 500.00 of (Point))
  • Unit Group - Pick up every unit in (Temp_Group) and do (Actions)
    • Loop - Actions
      • Unit - Add (Picked unit) to (New_group)
      • Trigger - Turn on Trigger3 <gen>
  • Custom script: call RemoveLocation (udg_Point)
  • Custom script: call DestroyGroup (udg_Temp_Group)
  • Trigger3
  • Events
    • Time - Every 0.03 seconds of game-time
  • Conditions
  • Actions
    • Set Point = (Position of (Caster))
    • Unit Group - Pick up every unit in (New_group) and do (Actions)
      • Loop - Actions
        • Set Point1 = (Position of (Picked1))
        • Set Point2 = ((Point1) offset by 10.00 towards ((Angle from (Point) to (Point1)))
        • Unit - Move (Picked unit) (instantly) to Point2
        • If/ Then/ Else
          • If (Conditions)
            • (Distance between (Point) and (Point1)) Less than or Equal to 128.00
          • Then (Actions)
            • Trigger - Turn off (This trigger)
            • Custom script: call DestroyGroup (udg_Temp_Group)
          • Else (Actions)
    • Custom script: call RemoveLocation (udg_Point)
    • Custom script: call RemoveLocation (udg_Point1)
    • Custom script: call RemoveLocation (udg_Point2)
I don't understand the "Chain Pull" that much.
 
Level 4
Joined
May 27, 2009
Messages
44
I appreciate your response but can you elaborate the Variables?

i.e U = UnitGroup(Empty)

and a Create 1 Man at position of unit (Order unit to cast Fuck on target)

Man has abilities of Stormbolt~

// Thanks~
 
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