- Joined
- Aug 2, 2012
- Messages
- 20
Can somebody please help me with how can i make my Time Walk MUI? I worked hard and still couldn't do it. Check it out please.
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time walk cast
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Time Walk
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TS_indexsize Equal to 0
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Then - Actions
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Trigger - Turn on time walk loop <gen>
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Else - Actions
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Set TS_indexsize = (TS_indexsize + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TS_indexsize Greater than TS_indexsize
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Then - Actions
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Set TS_index[TS_indexsize] = TS_indexsize
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Set TS_indexmax = TS_indexsize
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Else - Actions
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Set temp_int_TS = TS_index[TS_indexsize]
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Set caster[temp_int_TS] = (Triggering unit)
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Set TS_pointloc1 = (Position of caster[temp_int_TS])
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Set TS_point_spell_being_cast[temp_int_TS] = (Target point of ability being cast)
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Set TS_speed[temp_int_TS] = 60.00
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Set TS_facing[temp_int_TS] = (Angle from TS_pointloc1 to TS_point_spell_being_cast[temp_int_TS])
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Trigger - Run freeze all enemies <gen> (ignoring conditions)
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Animation - Change caster[temp_int_TS]'s vertex coloring to (20.00%, 20.00%, 20.00%) with 40.00% transparency
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Unit - Make caster[temp_int_TS] Invulnerable
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Unit - Turn collision for caster[temp_int_TS] Off
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Custom script: call RemoveLocation(udg_TS_pointloc1)
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Custom script: call RemoveLocation(udg_TS_pointloc2)
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time walk loop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer TS_loop) from 1 to TS_indexsize, do (Actions)
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Loop - Actions
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Set temp_int_TS = TS_index[TS_loop]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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caster[temp_int_TS] Not equal to No unit
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Then - Actions
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Set TS_pointloc1 = (Position of caster[temp_int_TS])
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Set TS_pointloc2 = (TS_pointloc1 offset by TS_speed[temp_int_TS] towards TS_facing[temp_int_TS] degrees)
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Set distance_between[temp_int_TS] = (Distance between TS_pointloc1 and TS_point_spell_being_cast[temp_int_TS])
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Unit - Move caster[temp_int_TS] instantly to TS_pointloc2, facing TS_facing[temp_int_TS] degrees
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Custom script: call RemoveLocation(udg_TS_pointloc1)
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Custom script: call RemoveLocation(udg_TS_pointloc2)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(caster[temp_int_TS] is in (Units within 70.00 of TS_point_spell_being_cast[temp_int_TS])) Equal to True
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Then - Actions
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Unit - Create 1 stun aoe dummy for (Owner of caster[temp_int_TS]) at TS_point_spell_being_cast[temp_int_TS] facing Default building facing degrees
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Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
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Hero - Create stun aoe and give it to (Last created unit)
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Unit - Set level of stun aoe for (Last created unit) to (Level of Time Walk for caster[temp_int_TS])
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Hero - Order (Last created unit) to use (Last created item)
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Animation - Change caster[temp_int_TS]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Special Effect - Create a special effect at TS_point_spell_being_cast[temp_int_TS] using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Make caster[temp_int_TS] Vulnerable
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Unit - Turn collision for caster[temp_int_TS] On
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Custom script: call RemoveLocation(udg_TS_point_spell_being_cast[udg_temp_int_TS])
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Trigger - Run unfreeze all enemies <gen> (checking conditions)
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Set TS_index[TS_loop] = TS_index[TS_indexsize]
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Set TS_index[TS_indexsize] = temp_int_TS
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Set TS_indexsize = (TS_indexsize - 1)
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Set TS_loop = (TS_loop - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TS_indexsize Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Skip remaining actions
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Else - Actions
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Else - Actions
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[/hidden]