- Joined
- Oct 25, 2009
- Messages
- 996
Is there a way increase the movement speed higher than 522?
Except using trigger.
Except using trigger.
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Unit - Move triggering unit instantly to ((Position of Triggering Unit) offset by 10.00 towards (Facing of (Triggering Unit)) degrees)
SE Loop

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


Unit Group - Pick every unit in Int_SE_Group and do (Actions)



Loop - Actions




-------- ---------------------------- --------




Set Int_SE_Handle = (Picked unit)




Set Int_SE_Cast = (Load (Key Int_SE_Handle) of (Key Cast) in Int_SE_Hashtable)




Set Int_SE_Target = (Load (Key Int_SE_Handle) of (Key Target) in Int_SE_Hashtable)




Set Int_SE_Angle = (Load (Key Int_SE_Handle) of (Key Angle) from Int_SE_Hashtable)




Set Int_SE_Speed = (Load (Key Int_SE_Handle) of (Key Speed) from Int_SE_Hashtable)




Set Int_SE_Picked = (Picked unit)




-------- ---------------------------- --------




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






Int_SE_Speed Less than 40.00





Then - Actions






Hashtable - Save (Int_SE_Speed + 1.00) as (Key Int_SE_Handle) of (Key Speed) in Int_SE_Hashtable





Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Int_SE_Region contains (Picked unit)) Equal to False





Then - Actions






-------- ---------------------------- --------






Set Int_SE_Loc = (Position of Int_SE_Picked)






Set Int_SE_Move = (Int_SE_Loc offset by Int_SE_Speed towards Int_SE_Angle degrees)






-------- ---------------------------- --------






Unit - Move Int_SE_Picked instantly to Int_SE_Move






-------- ---------------------------- --------






Special Effect - Create a special effect at Int_SE_Move using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl






Special Effect - Destroy (Last created special effect)






-------- ---------------------------- --------






Custom script: set bj_wantDestroyGroup = true






-------- ---------------------------- --------






Unit Group - Pick every unit in (Units within 200.00 of (Position of Int_SE_Picked) matching ((((Matching unit) belongs to an enemy of (Owner of Int_SE_Picked)) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Actions)







Loop - Actions








Set Int_SE_Loc2 = (Position of (Picked unit))








Special Effect - Create a special effect at Int_SE_Loc2 using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl








Special Effect - Destroy (Last created special effect)








Unit - Cause Int_SE_Picked to damage (Picked unit), dealing Int_SE_Damage damage of attack type Spells and damage type Normal








Custom script: call RemoveLocation(udg_Int_SE_Loc2)






-------- ---------------------------- --------






Destructible - Pick every destructible within 200.00 of (Position of Int_SE_Picked) and do (Actions)







Loop - Actions








Destructible - Kill (Picked destructible)






Custom script: call RemoveLocation(udg_Int_SE_Loc)






Custom script: call RemoveLocation(udg_Int_SE_Move)





Else - Actions






-------- ---------------------------- --------






Custom script: set bj_wantDestroyGroup = true






Unit Group - Pick every unit in (Units within 200.00 of (Position of Int_SE_Picked) matching ((((Matching unit) belongs to an enemy of (Owner of Int_SE_Picked)) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Actions)







Loop - Actions








Set Int_SE_Loc2 = (Position of (Picked unit))








Special Effect - Create a special effect at Int_SE_Loc2 using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl








Special Effect - Destroy (Last created special effect)








Unit - Cause Int_SE_Picked to damage (Picked unit), dealing (Int_SE_Damage + (Distance between Int_SE_Cast and Int_SE_Target)) damage of attack type Spells and damage type Normal








Custom script: call RemoveLocation(udg_Int_SE_Loc2)






Unit - Turn collision for Int_SE_Picked On






Unit - Order Int_SE_Picked to Stop






-------- ---------------------------- --------






-------- Touching this will cause trigger to not work. --------






Unit Group - Remove Int_SE_Picked from Int_SE_Group






Hashtable - Clear all child hashtables of child (Key Int_SE_Handle) in Int_SE_Hashtable






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(Int_SE_Group is empty) Equal to True







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions






-------- ---------------------------- --------
Custom script: call SetUnitX(udg_yourUnit, udg_RealXvalue)
Custom script: call SetUnitY(udg_yourUnit, udg_RealYvalue)
Set RealXvalue = X of your_point
Set RealYvalue = Y of your_point
