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Jump

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Level 7
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Apr 30, 2007
Messages
322
How can i make a spell when unit use spell JUMP it moves to the place of ability target and for sample jump over 2 fences but what will the unit do when he cant jump over 4 and fall in the middle of the fences... ?
Or he is walk right and use spell JUMP and then he jumps right because he was walking to right and when he is standing he jump but dont move to any side only jump up and fall down.
Sorry for my bad english.
 
Level 7
Joined
Apr 30, 2007
Messages
322
you mean like blink? But you prolly want it so you can actually see him jumping, not just teleporting, right?
yes a blink but the unit jumps.
and i played a map where you press spell jump and can controll your jump in the air or you jump the direction you walked before casting spell , and when you havendt walked the unit jumps only up and comes down. The map was a 3D RPG Sample map there was floating text around units the names of them and camera following the player. I dont know how to make for sample in cinematics a trigger so it says Welcome (Player Name) or that is a problem too...
I dont know how can i lock position of player in the lobby , i set Computer (Hard) but the player can open the slot.
 
Level 11
Joined
May 31, 2008
Messages
698
this should work:

  • Jump
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Jump
    • Actions
      • Set Jump_Angle[(Player number of (Owner of (Triggering unit)))] = (Angle from (Position of (Triggering unit)) to (Target point of ability being cast))
      • Unit - Pause (Triggering unit)
      • Unit - Turn collision for (Triggering unit) Off
      • Unit - Add Jump Trick to (Triggering unit)
      • Unit - Remove Jump Trick from (Triggering unit)
      • Animation - Change (Triggering unit) flying height to 500.00 at 375.00
      • For each (Integer Jump_Counter[(Player number of (Owner of (Triggering unit)))]) from 1 to 10, do (Actions)
        • Loop - Actions
          • Unit - Move (Triggering unit) instantly to ((Position of (Triggering unit)) offset by 100.00 towards Jump_Angle[(Player number of (Owner of (Triggering unit)))] degrees)
      • Unit - Unpause (Triggering unit)
      • Unit - Turn collision for (Triggering unit) On
      • Animation - Change (Triggering unit) flying height to 0.00 at 1150.00
If you dont want it target, you can set the facing angle to the angle of casting unit.

Credit for trigger: Banefull
 
did you even test your trigger, basicly you have blink right there. wolfman, don't even bother giving help if your help is crap.

Basicly you need to have a periotic trigger that moves and adjust's the units flying hight.
Or another way is you use the storm earth and fire ability that's projectile is the unit's model and the summoned unit is the original unit.
The seconed option is the easiest since it doesn't use triggers.
 
Level 4
Joined
Mar 23, 2008
Messages
90
use these triggers if you want to target the point he jumps to.

  • Jump
    • Events
      • Unit - unit starts the effect of a ability
    • Conditions
      • Ability being cast equal to Jump to point
    • Actions
      • Set Jump_Target to (target point of (ability being cast))
      • Unit - Add crow form to (casting unit)
      • Unit - Remove crow form from (casting unit)
      • Unit - Turn collision for (casting unit) off
      • Unit - order (casting unit) to move to Jump_target
      • Animation - set flying height of (casting unit) to 500 at 500
      • Wait 0.90 seconds
      • Animation - Set flying height of (casting unit) to 0 at 1000
      • Wait 0.5 seconds
      • Unit - Turn collison for (Casting unit) on
it is a bugg you can move him to any direction when he is in the air
 
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Level 4
Joined
Oct 24, 2008
Messages
64
:)

use these triggers if you want to target the point he jumps to.

  • Jump
    • Events
      • Unit - unit starts the effect of a ability
    • Conditions
      • Ability being cast equal to Jump to point
    • Actions
      • Set Jump_Target to (target point of (ability being cast))
      • Unit - Add crow form to (casting unit)
      • Unit - Remove crow form from (casting unit)
      • Unit - Pause (casting unit)
      • Unit - Turn collision for (casting unit) off
      • Unit - order (casting unit) to move to Jump_target
      • Animation - set flying height of (casting unit) to 500 at 500
      • Wait 0.90 seconds
      • Animation - Set flying height of (casting unit) to 0 at 1000
      • Wait 0.5 seconds
      • Unit - Turn collison for (Casting unit) on
      • Unit - Unpase (casting unit)
:) cool i tried it it seems to work :eek: but i unless and i can only make the guy go up o_O i think im having trouble with this bit Set Jump_Target to (target point of (ability being cast)) cause i can only make it say = instead of to
 
Level 4
Joined
Mar 23, 2008
Messages
90
ohh my bad ill fix it

EDIT:
:) cool i tried it it seems to work :eek: but i unless and i can only make the guy go up o_O i think im having trouble with this bit Set Jump_Target to (target point of (ability being cast)) cause i can only make it say = instead of to

you gotta meake one integer
 
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