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I need help with my "Time Walk"

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Level 4
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.

  • time walk cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Time Walk
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TS_indexsize Equal to 0
        • Then - Actions
          • Trigger - Turn on time walk loop <gen>
        • Else - Actions
      • Set TS_indexsize = (TS_indexsize + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TS_indexsize Greater than TS_indexsize
        • Then - Actions
          • Set TS_index[TS_indexsize] = TS_indexsize
          • Set TS_indexmax = TS_indexsize
        • Else - Actions
      • Set temp_int_TS = TS_index[TS_indexsize]
      • Set caster[temp_int_TS] = (Triggering unit)
      • Set TS_pointloc1 = (Position of caster[temp_int_TS])
      • Set TS_point_spell_being_cast[temp_int_TS] = (Target point of ability being cast)
      • Set TS_speed[temp_int_TS] = 60.00
      • Set TS_facing[temp_int_TS] = (Angle from TS_pointloc1 to TS_point_spell_being_cast[temp_int_TS])
      • Trigger - Run freeze all enemies <gen> (ignoring conditions)
      • Animation - Change caster[temp_int_TS]'s vertex coloring to (20.00%, 20.00%, 20.00%) with 40.00% transparency
      • Unit - Make caster[temp_int_TS] Invulnerable
      • Unit - Turn collision for caster[temp_int_TS] Off
      • Custom script: call RemoveLocation(udg_TS_pointloc1)
      • Custom script: call RemoveLocation(udg_TS_pointloc2)
  • time walk loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer TS_loop) from 1 to TS_indexsize, do (Actions)
        • Loop - Actions
          • Set temp_int_TS = TS_index[TS_loop]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • caster[temp_int_TS] Not equal to No unit
            • Then - Actions
              • Set TS_pointloc1 = (Position of caster[temp_int_TS])
              • Set TS_pointloc2 = (TS_pointloc1 offset by TS_speed[temp_int_TS] towards TS_facing[temp_int_TS] degrees)
              • Set distance_between[temp_int_TS] = (Distance between TS_pointloc1 and TS_point_spell_being_cast[temp_int_TS])
              • Unit - Move caster[temp_int_TS] instantly to TS_pointloc2, facing TS_facing[temp_int_TS] degrees
              • Custom script: call RemoveLocation(udg_TS_pointloc1)
              • Custom script: call RemoveLocation(udg_TS_pointloc2)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (caster[temp_int_TS] is in (Units within 70.00 of TS_point_spell_being_cast[temp_int_TS])) Equal to True
            • Then - Actions
              • 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
              • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
              • Hero - Create stun aoe and give it to (Last created unit)
              • Unit - Set level of stun aoe for (Last created unit) to (Level of Time Walk for caster[temp_int_TS])
              • Hero - Order (Last created unit) to use (Last created item)
              • Animation - Change caster[temp_int_TS]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Special Effect - Create a special effect at TS_point_spell_being_cast[temp_int_TS] using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Make caster[temp_int_TS] Vulnerable
              • Unit - Turn collision for caster[temp_int_TS] On
              • Custom script: call RemoveLocation(udg_TS_point_spell_being_cast[udg_temp_int_TS])
              • Trigger - Run unfreeze all enemies <gen> (checking conditions)
              • Set TS_index[TS_loop] = TS_index[TS_indexsize]
              • Set TS_index[TS_indexsize] = temp_int_TS
              • Set TS_indexsize = (TS_indexsize - 1)
              • Set TS_loop = (TS_loop - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • TS_indexsize Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                  • Skip remaining actions
                • Else - Actions
            • Else - Actions
  • [/hidden]
 
Level 13
Joined
Aug 4, 2012
Messages
1,022
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.

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


Hi IceFrog, welcome to Hive lord ;) ;)
 
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