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Jump
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Events
- Unit - A unit Begins channeling an ability
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Conditions
- (Ability being cast) Equal to Jump
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Actions
- Set Jumper[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
- Set Jumpto[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
- Unit - Pause Jumper[(Player number of (Owner of (Triggering unit)))]
- Unit - Make Jumper[(Player number of (Owner of (Triggering unit)))] face Jumpto[(Player number of (Triggering player))] over 0.01 seconds
- Wait 0.01 seconds
- Unit - Add Crow Form to Jumper[(Player number of (Owner of (Triggering unit)))]
- Unit - Turn collision for Jumper[(Player number of (Owner of (Triggering unit)))] Off
- Unit - Make Jumper[(Player number of (Owner of (Triggering unit)))] Invulnerable
- Animation - Change Jumper[(Player number of (Owner of (Triggering unit)))] flying height to 300.00 at 900.00
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For each (Integer A) from 1 to 40, do (Actions)
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Loop - Actions
- Unit - Move Jumper[(Player number of (Owner of (Triggering unit)))] instantly to ((Position of Jumper[(Player number of (Owner of (Triggering unit)))]) offset by 3.00 towards (Facing of Jumper[(Player number of (Owner of (Triggering unit)))]) degrees), facing 0.00 degrees
- Unit - Move Jumper[(Player number of (Owner of (Triggering unit)))] instantly to ((Position of Jumper[(Player number of (Owner of (Triggering unit)))]) offset by 3.00 towards (Facing of Jumper[(Player number of (Owner of (Triggering unit)))]) degrees), facing 0.00 degrees
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Loop - Actions
- Wait 0.20 seconds
- Unit - Make Jumper[(Player number of (Owner of (Triggering unit)))] face Jumpto[(Player number of (Triggering player))] over 0.01 seconds
- Wait 0.01 seconds
- Animation - Change Jumper[(Player number of (Owner of (Triggering unit)))] flying height to 0.00 at 1500.00
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For each (Integer A) from 1 to 20, do (Actions)
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Loop - Actions
- Unit - Move Jumper[(Player number of (Owner of (Triggering unit)))] instantly to ((Position of Jumper[(Player number of (Owner of (Triggering unit)))]) offset by 3.00 towards (Facing of Jumper[(Player number of (Owner of (Triggering unit)))]) degrees), facing 0.00 degrees
- Unit - Move Jumper[(Player number of (Owner of (Triggering unit)))] instantly to ((Position of Jumper[(Player number of (Owner of (Triggering unit)))]) offset by 3.00 towards (Facing of Jumper[(Player number of (Owner of (Triggering unit)))]) degrees), facing 0.00 degrees
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Loop - Actions
- Wait 0.10 seconds
- Unit - Remove Crow Form from Jumper[(Player number of (Owner of (Triggering unit)))]
- Unit - Turn collision for Jumper[(Player number of (Owner of (Triggering unit)))] On
- Unit - Make Jumper[(Player number of (Owner of (Triggering unit)))] Vulnerable
- Unit - Unpause Jumper[(Player number of (Owner of (Triggering unit)))]
- Animation - Change Jumper[(Player number of (Owner of (Triggering unit)))]'s animation speed to 100.00% of its original speed
- Set Jumper[(Player number of (Owner of (Triggering unit)))] = No unit
- Custom script: call RemoveLocation( udg_Jumpto[GetPlayerId(GetOwningPlayer(GetTriggerUnit()) ) ] )
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Events