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Jump Spell need fix!

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Level 3
Joined
Aug 15, 2007
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67
  • Jump
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Jump
    • 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
      • For each (Integer A) from 1 to 40, do (Actions)
        • 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
      • 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
      • For each (Integer A) from 1 to 20, do (Actions)
        • 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
      • 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()) ) ] )
This trigger works fine except the jump looks very strange. It jumps up, freezes a bit and then comes down. It doesn't jump very far either.
 
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