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Jump ability (Using item)

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Level 7
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I need help! PLZ! Jump ability (Using item)

Can someone know how to do this one?

Uhmmm...It's the same with Dagger of Escape ..It's kinda....like that item but don't add an ability to teleport but to jump within its range... that when you press it, it will automatically jumps where you faces in about 1000 range.


Thanks again,
.mitsuki
 
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Level 5
Joined
Sep 10, 2006
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185
  • Item
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Scroll of the Beast
    • Actions
      • Custom script: local unit udg_u
      • Set u = (Triggering unit)
      • Set p = (Position of u)
      • Unit Group - Add u to ug
      • Unit - Add Crow Form to u
      • Unit - Remove Crow Form from u
      • Set p = (p offset by 1000.00 towards (Facing of u) degrees)
      • Special Effect - Create a special effect at p using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Unit - Pause u
      • Animation - Play u's slam animation
      • Animation - Change u flying height to 500.00 at 1000.00
      • Trigger - Turn on Loop <gen>
      • Wait 0.50 seconds
      • Animation - Change u flying height to 0.00 at 1200.00
      • Wait 0.40 seconds
      • Unit - Unpause u
      • Animation - Reset u's animation
      • Trigger - Turn off Loop <gen>
      • Unit Group - Remove u from ug
      • Custom script: call RemoveLocation( udg_p )
      • Custom script: set udg_u = null
  • Loop
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in ug and do (Actions)
        • Loop - Actions
          • Set p = (Position of (Picked unit))
          • Set p = (p offset by 10.00 towards (Facing of (Picked unit)) degrees)
          • Unit - Move (Picked unit) instantly to p
          • Custom script: call RemoveLocation( udg_p )
u is a unit variable
p is a point variable.
ug is a unit group

Should be MUI (more than one person can use it)

Also, some of the numbers need to be tweaked, such as the distance moved in each Loop, the height, and speed of height change.

  • Special Effect - Create a special effect at p using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
This is just so I knew how close the unit ended up to 1000 units, you can delete it if you want.

  • Animation - Play (Triggering unit)'s slam animation
Also optional.
 

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Level 18
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You could even base the ability off of Blink and use a 0-second timer to ensure the caster doesn't actually move, but this will allow you to essentially mimic the mechanics of Blink.
 
Level 7
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Mar 22, 2010
Messages
214
DarkAngel.... I don't get ''Jump'' spell there... Cuz I want like Mirana's Leap in DotA.... Because the difference is, you will not target anymore on the ground instead it automatically jumps where you faces...
 
Level 3
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Apr 20, 2010
Messages
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Thats because the item is "Scroll of the Beast", a charged perishable.

Set it's charges to 0 and Perishable to False.
 
Level 5
Joined
Sep 10, 2006
Messages
185
^ It's not MUI,you're using wait after you define triggering unit and you use same variable after wait,also you turn off Loop trigger when spell finishes,yet you don't check if another unit is using jump.

  • Item
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Scroll of the Beast
    • Actions
      • Custom script: local unit udg_u
      • Set u = (Triggering unit)
      • Set p = (Position of u)
      • Unit Group - Add u to ug
      • Unit - Add Crow Form to u
      • Unit - Remove Crow Form from u
      • Set p = (p offset by 1000.00 towards (Facing of u) degrees)
      • Special Effect - Create a special effect at p using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Unit - Pause u
      • Animation - Play u's slam animation
      • Animation - Change u flying height to 500.00 at 1000.00
      • Trigger - Turn on Loop <gen>
      • Wait 0.50 seconds
      • Animation - Change u flying height to 0.00 at 1200.00
      • Wait 0.40 seconds
      • Unit - Unpause u
      • Animation - Reset u's animation
      • Unit Group - Remove u from ug
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in ug) Equal to 0
        • Then - Actions
          • Trigger - Turn off Loop <gen>
        • Else - Actions
      • Custom script: call RemoveLocation( udg_p )
      • Custom script: set udg_u = null
MUI now. Couldn't test it at school. =( Not sure what setting u = triggering unit has to do with waits.
 
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