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Jump System [Paladon]

Submitted by Paladon
This bundle is marked as approved. It works and satisfies the submission rules.
Self-explaining.

Jump System, created due to a request.
MUI etc.
In fact, too simple. I don´t really dare to upload it.
Thanks to TheBlooddancer for persuading me.

Keywords:
Jump, System, High,
Contents

Jump n´ Dash System [Paladon] (Map)

Reviews
Dynasti
:D Good job anyways :P Edit: This rewiew was done by Dynasti. If you have any questions about this review, please contact me by using PM or Profile Visitor Message Idea/Creativity : 4/10 Scripting : 8/10 Balance : N/A/10 Ability Tooltip :...
Moderator
12:27, 8th Feb 2009 Hanky: Advice: 5 points are the highest rating and 1 point is the lowest rating. Documentation: 5 Visual Effects: 5 Triggering: 5 Idea: 4 Perfect GUI Triggering, everything leakless, system is MUI and good...
  1. Faestus

    Faestus

    Joined:
    Nov 18, 2012
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    I've made a couple of changes for it so it fits my map, if that's ok.

    You will still be credited.
     
  2. Lorde Burke

    Lorde Burke

    Joined:
    Apr 24, 2014
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    I wanted this to change to passive of Rengar from league of legends, and i have managed to do that but with a little problemo(Just changed the spell to order, and order to attack and some other simple stuff rly), i dont know how to make a requirement that you have to be in a certain place like a bush to make him jump on the target and not like every time i attack :S

    Im just doing this for fun, there is already a lee sin(my main champ) spell pack and my friend plays only rengar so i wanted to make a map (lee vs rengar) for funz
     
  3. Rex.

    Rex.

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    Coolio!
     
  4. Jozz

    Jozz

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    Isn't there any way really to add/make a post-land trigger option? I've already tried timers with conditions but it's not the same and I'm out of options.
    I want a unit to jump towards a target and order the jumping unit to attack the target, possiblty dealing damage when it lands.

    (yes there's still people modding maps and using your system to this very day ;D
    Let Warcraft never die out!)
     
  5. pick-a-chew

    pick-a-chew

    Joined:
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    This is a nice and easy to use GUI-based jump system. It's very easy to configure your own abilities and to add extra actions (such as damage/healing/no jumping over impathable terrain).

    My only complaint is that units will display their Stand animation by default, since moving a unit directly with a GUI function resets their animation. This is concealed in the test map since the test jumper uses the frog critter model (which has limited animations anyway). Obviously if you make a unit like a Footman jump, and it's just standing as it jumps, it looks a bit stupid.

    I know you can move units whilst retaining their animations by moving them by co-ordinates, but i wouldn't know how to change this system to use that.

    4/5
     
  6. Krakenn99

    Krakenn99

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    This is very helpful and nice!
     
  7. DylanSpencer

    DylanSpencer

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    Works awesome. Gonna give you credit in Breath of Reforged
     
  8. TheFireMage

    TheFireMage

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    Nice, this will do
    Edit: I think you could create the effect after landing is before the trigger is turned off?
     
    Last edited: Sep 6, 2020
  9. HerlySQR

    HerlySQR

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    Your system is good, but not perfect, I added it a Dynamic Indexing to not use a unit group and a event when the unit stops jump (Use Nojump_event becomes Equal to 1.00 and Nojump_Unit to refer to that unit).
    • Jump System 2
      • Events
        • Tiempo - Every 0.02 seconds of game time
      • Conditions
      • Actions
        • For each (Integer JD_Integers[3]) from 1 to JD_Integers[2], do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • JD_ReachedDistance[JD_Integers[3]] Less than JD_Distances[JD_Integers[3]]
              • Then - Actions
                • Animation - Queue JD_Unit[JD_Integers[3]]'s JD_Animations[JD_Integers[3]] animation
                • Set JD_TempPoint[1] = (Position of JD_Unit[JD_Integers[3]])
                • Set JD_TempPoint[2] = (JD_TempPoint[1] offset by JD_SpeedUnits[JD_Integers[3]] towards JD_Angle[JD_Integers[3]] degrees)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • JD_TreesDestroy[JD_Integers[3]] Equal to True
                  • Then - Actions
                    • Destructible - Pick every destructible within 150.00 of JD_TempPoint[2] and do (Destructible - Kill (Picked destructible))
                  • Else - Actions
                • Unit - Move JD_Unit[JD_Integers[3]] instantly to JD_TempPoint[2]
                • Set JD_ReachedDistance[JD_Integers[3]] = (JD_ReachedDistance[JD_Integers[3]] + JD_SpeedUnits[JD_Integers[3]])
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (Random integer number between 1 and 5) Equal to 1
                  • Then - Actions
                    • Special Effect - Create a special effect attached to the chest of JD_Unit[JD_Integers[3]] using JD_Effect[JD_Integers[3]]
                    • Special Effect - Destroy (Last created special effect)
                  • Else - Actions
                • Set JD_RealTimer[JD_Integers[3]] = (JD_RealTimer[JD_Integers[3]] + (180.00 / (JD_Distances[JD_Integers[3]] / JD_SpeedUnits[JD_Integers[3]])))
                • Set JD_JumpHigh[JD_Integers[3]] = ((Sin(JD_RealTimer[JD_Integers[3]])) x JD_HighSettings[JD_Integers[3]])
                • Animation - Change JD_Unit[JD_Integers[3]] flying height to JD_JumpHigh[JD_Integers[3]] at 1000000000.00
                • Custom script: call RemoveLocation (udg_JD_TempPoint[1])
                • Custom script: call RemoveLocation (udg_JD_TempPoint[2])
              • Else - Actions
                • Set Nojump_Unit = JD_Unit[JD_Integers[3]]
                • Set Nojump_event = 0.00
                • Set Nojump_event = 1.00
                • Unit - Turn collision for JD_Unit[JD_Integers[3]] On
                • Animation - Change JD_Unit[JD_Integers[3]]'s animation speed to 100.00% of its original speed
                • Animation - Reset JD_Unit[JD_Integers[3]]'s animation
                • Set JD_RealTimer[JD_Integers[3]] = 0.00
                • Set JD_Distances[JD_Integers[3]] = JD_Distances[JD_Integers[2]]
                • Set JD_ReachedDistance[JD_Integers[3]] = JD_ReachedDistance[JD_Integers[2]]
                • Set JD_SpeedUnits[JD_Integers[3]] = JD_SpeedUnits[JD_Integers[2]]
                • Set JD_Unit[JD_Integers[3]] = JD_Unit[JD_Integers[2]]
                • Set JD_Angle[JD_Integers[3]] = JD_Angle[JD_Integers[2]]
                • Set JD_Effect[JD_Integers[3]] = JD_Effect[JD_Integers[2]]
                • Set JD_Animations[JD_Integers[3]] = JD_Animations[JD_Integers[2]]
                • Set JD_TreesDestroy[JD_Integers[3]] = JD_TreesDestroy[JD_Integers[2]]
                • Set JD_HighSettings[JD_Integers[3]] = JD_HighSettings[JD_Integers[2]]
                • Set JD_Integers[3] = (JD_Integers[3] - 1)
                • Set JD_Integers[2] = (JD_Integers[2] - 1)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • JD_Integers[2] Equal to 0
                  • Then - Actions
                    • Trigger - Turn off (This trigger)
                  • Else Actions