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[GUI]Stun system v1.6

Submitted by KhaosMachine
This bundle is marked as approved. It works and satisfies the submission rules.
Stun system (GUI)
by KhaosMachine
Information

I made this system because I have not found any GUI stun system, also maybe some map-makers want this system in GUI and not in vJASS or JASS.This is easily to configure, you have only to read the import and configure instructions into the map.


Credits

  • @Birbe, for the 'Unit indexer' system
  • @Adiktuz for some tips
  • @Magtheridon96 for all suggest ;)

Updates

  • Stun system 1.6
    —Removed the next variables:
    •udg_SS_String_SpecialEffect
    •udg_SS_Boolean_Preload
    —New stun method: when you use the stun system the target will move at random distance at random angle and will be stunned there, then back to the his start point
    —Code optimized
    —New all variables are into the SSystem, because you may be confused with the names (TempPoint, TempUnit, etc.)
  • Stun system 1.5
    —New variable named "SS_Boolean_Preload", it function is preload the special effect that you want
    —Some fixes on the code
    —Removed a bug (when you stun a unit in the same position of another, the second unit will be stunned)
  • Stun system 1.4
    —Optimized
  • Stun system 1.3 (now it's a real system)
    —Optimized (functions now, are all together in one trigger)
    —Changed the function to start the system (Now it's
    • Custom script: call ExecFunc("StunSystem_Run")
    )
  • Stun system 1.2
    —Changed the stun spell from 'Storm bolt' to 'War stomp'
    —Added a new variable (SS_String_SpecialEffectTarget), you can choose an effect model if you want for the target
    —Fixed some wrong position of the triggers
    —Changed some map strings
  • Stun system 1.1
    —100% Free from leaks
  • Stun system 1.0
    —First release
    —Now you have to put only 5 actions into your trigger to run the stun system

Made by
[​IMG]


IF ANYONE CAN POST THE TRIGGERS FOR ME, THANKS!!! (I can't because I have the software in spanish language)

Keywords:
stun system gui, war3 stun system, stun, system, stun system mui, stun mui, stun gui, system gui, system mui, hiveworkshop, world editor stun, easy sy
Contents

Untitled (Map)

Reviews
Moderator
09:55, 18th Jul 2012 Magtheridon96: Approved. Recommended because it's the only GUI resource that provides an instant stun. (Using hoofstomp)
  1. 09:55, 18th Jul 2012
    Magtheridon96: Approved.

    Recommended because it's the only GUI resource that provides an instant stun. (Using hoofstomp)
     
  2. Tank-Commander

    Tank-Commander

    Spell Reviewer

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    Triggers

    • Stun system configuration
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- CONFIGURATION --------
        • -------- The unit-type that cast the stun ability --------
        • Set SS_UnitType_Dummy = Dummy
        • -------- The ability that stuns the target --------
        • Set SS_Ability_Stun = Stun
        • -------- The string order of the stun ability --------
        • Set SS_String_Order = thunderbolt
        • -------- The buff of the stun ability --------
        • Set SS_Buff_Stun = Stunned (Pause)
        • -------- CONFIGURATION --------
        • -------- PRELOAD SYSTEM --------
        • Set TempPlayer = Player 1 (Red)
        • Set TempPoint = (Center of (Playable map area))
        • Unit - Create 1 SS_UnitType_Dummy for TempPlayer at TempPoint facing 0.00 degrees
        • Set TempUnit = (Last created unit)
        • Unit - Add SS_Ability_Stun to TempUnit
        • Unit - Remove TempUnit from the game
        • Custom script: call RemoveLocation(udg_TempPoint)
        • -------- PRELOAD SYSTEM --------

    • Stun system
      • Events
        • Time - Every 0.05 seconds of game time
      • Conditions
      • Actions
        • Unit Group - Pick every unit in SS_UnitGroup_Group and do (Actions)
          • Loop - Actions
            • Set TempUnit = (Picked unit)
            • Set ID = (Custom value of TempUnit)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • SS_Real_0000[ID] Greater than or equal to 0.00
              • Then - Actions
                • Set SS_Real_0000[ID] = (SS_Real_0000[ID] - 0.05)
              • Else - Actions
                • Unit - Remove SS_Buff_Stun buff from TempUnit
                • Unit Group - Remove TempUnit from SS_UnitGroup_Group
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (SS_UnitGroup_Group is empty) Equal to True
                  • Then - Actions
                    • Trigger - Turn off (This trigger)
                  • Else - Actions



    Example

    • ESC
      • Events
        • Player - Player 1 (Red) skips a cinematic sequence
      • Conditions
      • Actions
        • -------- ********************************************************************* --------
        • -------- YOU HAVE TO PUT ALL THIS FUNCTIONS INTO YOUR TRIGGER TO MAKE SS WORKS --------
        • -------- ********************************************************************* --------
        • -------- SET THE TARGET OF THE STUN --------
        • Set SS_Unit_Target = (Random unit from (Units in (Playable map area)))
        • -------- SET THE DURATION OF THE STUN --------
        • Set SS_Real_Duration = 1.25
        • -------- SET TRUE/FALSE TO STACK THE STUN --------
        • Set SS_Boolean_Stack = True
        • -------- SET TRUE/FALSE TO SEE THE TEXT --------
        • Set SS_Boolean_Text = True
        • -------- DON'T TOUCH THIS --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SS_Unit_Target Not equal to No unit
          • Then - Actions
            • Set TempPoint = (Position of SS_Unit_Target)
            • Set TempUnit2 = SS_Unit_Target
            • Set ID = (Custom value of TempUnit2)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • SS_Boolean_Stack Equal to True
              • Then - Actions
                • Set SS_Real_0000[ID] = (SS_Real_0000[ID] + SS_Real_Duration)
              • Else - Actions
                • Set SS_Real_0000[ID] = SS_Real_Duration
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • SS_Boolean_Text Equal to True
              • Then - Actions
                • Floating Text - Create floating text that reads (Substring((String(SS_Real_0000[ID])), 1, 4)) at TempPoint with Z offset 80.00, using font size 10.00, color (70.00%, 70.00%, 100.00%), and 0.00% transparency
                • Floating Text - Change (Last created floating text): Disable permanence
                • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                • Floating Text - Change the fading age of (Last created floating text) to 1.20 seconds
                • Floating Text - Change the lifespan of (Last created floating text) to 1.75 seconds
              • Else - Actions
            • Unit - Create 1 SS_UnitType_Dummy for Neutral Hostile at TempPoint facing 0.00 degrees
            • Set TempUnit = (Last created unit)
            • Unit - Add SS_Ability_Stun to TempUnit
            • Custom script: call IssueTargetOrder(udg_TempUnit, udg_SS_String_Order, udg_TempUnit2)
            • Unit - Add a 0.50 second Generic expiration timer to TempUnit
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (SS_UnitGroup_Group is empty) Equal to True
              • Then - Actions
                • Trigger - Turn on Stun system <gen>
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (SS_Unit_Target is in SS_UnitGroup_Group) Equal to True
              • Then - Actions
              • Else - Actions
                • Unit Group - Add SS_Unit_Target to SS_UnitGroup_Group
            • Custom script: call RemoveLocation(udg_TempPoint)
          • Else - Actions
            • Game - Display to (All players) the text: You entered an inva...
        • -------- ********************************************************************* --------
        • -------- YOU HAVE TO PUT ALL THIS FUNCTIONS INTO YOUR TRIGGER TO MAKE SS WORKS --------
        • -------- ********************************************************************* --------



    Edit: Doesn't this just use thunderbolt to stun units, for an indefinately time, and then remove the buff when the timer runs out for how long they have to be stunned? Well I guess it works and it is a good idea. the actual system is really simple though, I guess you could do the same with entangle roots or any other spell similar to it.
     
  3. KhaosMachine

    KhaosMachine

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    @Tank-Commander, if you can edit the triggers to the update triggers, thanks again!
     
    Last edited: May 11, 2012
  4. sonofjay

    sonofjay

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    Simple but I think someone will have a use on this system
     
  5. Adiktuz

    Adiktuz

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    If I'll use this + your Hunter's mark, I bet they would collide because they both use custom value of unit... also, you're not setting the custom value to any value, wouldn't that make it bug?

    Also a system should be usable without copy pasting long code/trigg for every spell that you need it to work on... on your case, the user needs to copy paste those actions on the sample trigger for every spell he wants to have the custom stun, so it defeats the purpose of having a "system"... You should make this "system" usable with maybe just one function call or one trigger evaluation...

    anyway, my main concern here is the "system" part...

    as for the idea, well its really nothing new... It has always been the answer for custom stuns and is widely used...
     
    Last edited: May 11, 2012
  6. MortAr

    MortAr

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    What is this I don't even...
     
  7. Almia

    Almia

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    I like the one system in Mirana Wars by MortAr,if the a unit has been hit by the "Arrow"
    a floating text will show up(of how long does the stun will take)
     
  8. KhaosMachine

    KhaosMachine

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    With this system if you want can put or not a floating text, you can set the duration of the stun, if it stacks or not, etc... =) Test it
     
  9. KhaosMachine

    KhaosMachine

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    What do you want to say?
     
  10. Magtheridon96

    Magtheridon96

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    Honestly, the best stun to use would be Hoof Stomp.
    It's the only instant stun in the game.

    The others have a very tiny unnoticeable delay.
    Of course, with code, this may be noticeable. (Stun detection systems use orders to detect stuns. Only hoof stomp allows your units to be stunned immediately after. (Meaning no delay)
     
  11. KhaosMachine

    KhaosMachine

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    @Magtheridon96

    Old
    Then, you suggest to change the stun ability from Storm bolt to Hoof stomp?


    I changed the ability, take a view now please and tell me what do you think =)


    MY OPINION:I THINK A AOE STUN FOR THE STUN SYSTEM ISN'T GOOD, BECAUSE IF YOU TURN THE COLLISION OF AN UNIT AND SET HE POSITION TO THE SAME POSITION OF ANOTHER UNIT, AND THEN I USE THE STUN, THAT TWO UNITS RESULT STUNNED... FOR EXAMPLE(THE 4th SKILL OF THE MAGNATAUR OF DOTA MAP)
     
    Last edited: May 12, 2012
  12. Adiktuz

    Adiktuz

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    what's hoof stomp? you mean the AoE stun?
     
  13. KhaosMachine

    KhaosMachine

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    Yes he mean it, but test the updated map now, and check the ability (it have 0.01 of AOE, then I create an unit on the target position and he cast the ability, then only stun the target :) )
     
  14. Adiktuz

    Adiktuz

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    that's logical since you cannot have two units at the same position unless they have movement type of none, so only one unit will be at that .01 unit AOE...
     
  15. KhaosMachine

    KhaosMachine

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    Man if I turn off the collision of 2 units, and I set the position of they at THE SAME X POINT, when I use the stun system on an unit, the other will be stunned too...
     
  16. Adiktuz

    Adiktuz

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    and same X but different Y????? or X is already a point and not the x coordinate?

    anyway, then don't turn it off... you know the limitations so just don't go over those limitations...
     
  17. iAyanami

    iAyanami

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    I thought setting the respective cast animation time to 0 makes Storm Bolt instant cast?
     
  18. Tank-Commander

    Tank-Commander

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    There's still a slight delay regardless of that
     
  19. xorkatoss

    xorkatoss

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    awesome system, i could use this in my map thnx!! 5/5 +rep :thumbs_up: