Also i dont get the spell to work. what have i missed when importing the spell?
Where do i change the speed of the hook. Also how big distance of the chain.
Also if i gona add so you cant hook through buildings or doodas/trees.
Where do i change this and how do i do?
And do this hook catch units on the way back?
-
Unit Indexer
-
Events
- Map initialization
- Conditions
-
Actions
- Custom script: call ExecuteFunc("InitializeUnitIndexer")
- Custom script: endfunction
- -------- --------
- -------- This is the most important function - it provides an index for units as they enter the map --------
- -------- --------
- Custom script: function IndexUnit takes nothing returns boolean
- Custom script: local integer pdex = udg_UDex
- -------- --------
- -------- You can use the boolean UnitIndexerEnabled to protect some of your undesirable units from being indexed --------
- -------- - Example: --------
- -------- -- Set UnitIndexerEnabled = False --------
- -------- -- Unit - Create 1 Dummy for (Triggering player) at TempLoc facing 0.00 degrees --------
- -------- -- Set UnitIndexerEnabled = True --------
- -------- --------
- -------- You can also customize the following block - if conditions are false the (Matching unit) won't be indexed. --------
- -------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- UnitIndexerEnabled Equal to True
-
Then - Actions
- -------- --------
- -------- Generate a unique integer index for this unit --------
- -------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- UDexRecycle Equal to 0
-
Then - Actions
- Set UDex = (UDexGen + 1)
- Set UDexGen = UDex
-
Else - Actions
- Set UDex = UDexRecycle
- Set UDexRecycle = UDexNext[UDex]
-
If - Conditions
- -------- --------
- -------- Link index to unit, unit to index --------
- -------- --------
- Set UDexUnits[UDex] = (Matching unit)
- Unit - Set the custom value of UDexUnits[UDex] to UDex
- -------- --------
- -------- Use a doubly-linked list to store all active indexes --------
- -------- --------
- Set UDexPrev[UDexNext[0]] = UDex
- Set UDexNext[UDex] = UDexNext[0]
- Set UDexNext[0] = UDex
- -------- --------
- -------- Fire index event for UDex --------
- -------- --------
- Set UnitIndexEvent = 0.00
- Set UnitIndexEvent = 1.00
- Set UnitIndexEvent = 0.00
- Custom script: set udg_UDex = pdex
- Else - Actions
-
If - Conditions
- Custom script: return false
- Custom script: endfunction
- -------- --------
- -------- The next function is called each time a unit enters the map --------
- -------- --------
- Custom script: function IndexNewUnit takes nothing returns boolean
- Custom script: local integer pdex = udg_UDex
- Custom script: local integer ndex
- -------- --------
- -------- Recycle indices of units no longer in-play every (15) units created --------
- -------- --------
- Set UDexWasted = (UDexWasted + 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- UDexWasted Equal to 15
-
Then - Actions
- Set UDexWasted = 0
- Set UDex = UDexNext[0]
- Custom script: loop
- Custom script: exitwhen udg_UDex == 0
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of UDexUnits[UDex]) Equal to 0
-
Then - Actions
- -------- --------
- -------- Remove index from linked list --------
- -------- --------
- Custom script: set ndex = udg_UDexNext[udg_UDex]
- Custom script: set udg_UDexNext[udg_UDexPrev[udg_UDex]] = ndex
- Custom script: set udg_UDexPrev[ndex] = udg_UDexPrev[udg_UDex]
- Set UDexPrev[UDex] = 0
- -------- --------
- -------- Fire deindex event for UDex --------
- -------- --------
- Set UnitIndexEvent = 2.00
- Set UnitIndexEvent = 0.00
- -------- --------
- -------- Recycle the index for later use --------
- -------- --------
- Set UDexUnits[UDex] = No unit
- Set UDexNext[UDex] = UDexRecycle
- Set UDexRecycle = UDex
- Custom script: set udg_UDex = ndex
-
Else - Actions
- Set UDex = UDexNext[UDex]
-
If - Conditions
- Custom script: endloop
- Custom script: set udg_UDex = pdex
- Else - Actions
-
If - Conditions
- -------- --------
- -------- Handle the entering unit (Matching unit) --------
- -------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of (Matching unit)) Equal to 0
-
Then - Actions
- Custom script: call IndexUnit()
- Else - Actions
-
If - Conditions
- Custom script: return false
- Custom script: endfunction
- -------- --------
- -------- The next function initializes the core of the system --------
- -------- --------
- Custom script: function InitializeUnitIndexer takes nothing returns nothing
- Custom script: local integer i = 0
- Custom script: local region re = CreateRegion()
- Custom script: local rect r = GetWorldBounds()
- Set UnitIndexerEnabled = True
- Custom script: call RegionAddRect(re, r)
- Custom script: call TriggerRegisterEnterRegion(CreateTrigger(), re, Filter(function IndexNewUnit))
- Custom script: call RemoveRect(r)
- Custom script: set re = null
- Custom script: set r = null
- Custom script: loop
- Custom script: call GroupEnumUnitsOfPlayer(bj_lastCreatedGroup, Player(i), Filter(function IndexUnit))
- Custom script: set i = i + 1
- Custom script: exitwhen i == 16
- Custom script: endloop
- -------- --------
- -------- This is the "Unit Indexer Initialized" event, use it instead of "Map Initialization" for best results --------
- -------- --------
- Set UnitIndexEvent = 3.00
- Set UnitIndexEvent = 0.00
-
Events
-
MeatHook Cast
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Meat Hook New
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Number of units in MeatHook_HeadGroup) Equal to 0
-
Then - Actions
- Trigger - Turn on MeatHook Run <gen>
- Else - Actions
-
If - Conditions
- Set TempUnitLoc = (Position of (Triggering unit))
- Set TempTargetLoc = (Target point of ability being cast)
- Set MeatHook_DummyHeadType = Meat Hook (Head)
- Set MeatHook_ChainType = Meat Hook (Dummy)
- Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (TempUnitLoc offset by 25.00 towards (Angle from TempUnitLoc to TempTargetLoc) degrees) facing (Angle from TempUnitLoc to TempTargetLoc) degrees
- Set MeatHook_Index = (Custom value of (Last created unit))
- Set MeatHook_DamageIndex[MeatHook_Index] = (125.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))
- Set MeatHook_RangeIndex[MeatHook_Index] = 1200.00
- Set MeatHook_RadiusIndex[MeatHook_Index] = 100.00
- Set MeatHook_SpeedIndex[MeatHook_Index] = 40.00
- Set MeatHook_BoolIndex[MeatHook_Index] = True
- Set MeatHook_BoolDoneIndex[MeatHook_Index] = False
- Set MeatHook_CasterIndex[MeatHook_Index] = (Triggering unit)
- Set MeatHook_CasterLocIndex[MeatHook_Index] = (Position of (Triggering unit))
- Set MeatHook_OffsetIndex[MeatHook_Index] = 0.00
- Set MeatHook_DummyHeadIndex[MeatHook_Index] = (Last created unit)
- Set MeatHook_TargetIndex[MeatHook_Index] = No unit
- Unit Group - Add (Last created unit) to MeatHook_HeadGroup
- Custom script: call RemoveLocation (udg_TempUnitLoc)
- Custom script: call RemoveLocation (udg_TempTargetLoc)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
MeatHook Run
-
Events
- Time - Every 0.03 seconds of game time
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Number of units in MeatHook_HeadGroup) Greater than 0
-
Then - Actions
-
Unit Group - Pick every unit in MeatHook_HeadGroup and do (Actions)
-
Loop - Actions
- Set MeatHook_DummyHead = (Picked unit)
- Set MeatHook_DummyIndex = (Custom value of MeatHook_DummyHead)
- Set MeatHook_Bool = MeatHook_BoolIndex[MeatHook_DummyIndex]
- Set MeatHook_Range = MeatHook_RangeIndex[MeatHook_DummyIndex]
- Set MeatHook_Radius = MeatHook_RadiusIndex[MeatHook_DummyIndex]
- Set MeatHook_Speed = MeatHook_SpeedIndex[MeatHook_DummyIndex]
- Set MeatHook_CasterLocIndex[MeatHook_DummyIndex] = (Position of MeatHook_CasterIndex[MeatHook_DummyIndex])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- MeatHook_Bool Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- MeatHook_OffsetIndex[MeatHook_DummyIndex] Less than MeatHook_Range
-
Then - Actions
- Set MeatHook_OffsetIndex[MeatHook_DummyIndex] = (MeatHook_OffsetIndex[MeatHook_DummyIndex] + MeatHook_Speed)
- Set MeatHook_DummyLoc = (Position of MeatHook_DummyHead)
- Set MeatHook_OffsetLoc = (MeatHook_DummyLoc offset by MeatHook_Speed towards (Facing of MeatHook_DummyHead) degrees)
- Custom script: set udg_MeatHook_Z = GetLocationZ(udg_MeatHook_OffsetLoc)
- Unit - Move MeatHook_DummyHead instantly to MeatHook_OffsetLoc, facing (Facing of MeatHook_DummyHead) degrees
- Animation - Change MeatHook_DummyHead flying height to (MeatHook_Z - 75.00) at 0.00
- Unit - Create 1 Meat Hook (Dummy) for (Owner of MeatHook_DummyHead) at (MeatHook_CasterLocIndex[MeatHook_DummyIndex] offset by MeatHook_Speed towards (Angle from MeatHook_CasterLocIndex[MeatHook_DummyIndex] to MeatHook_DummyLoc) degrees) facing (Angle from MeatHook_CasterLocIndex[MeatHook_DummyIndex] to MeatHook_DummyLoc) degrees
- Unit - Set the custom value of (Last created unit) to MeatHook_DummyIndex
- Unit Group - Add (Last created unit) to MeatHook_ChainGroup
- Set MeatHook_Group = (Units within MeatHook_Radius of MeatHook_OffsetLoc matching (((Matching unit) Not equal to MeatHook_CasterIndex[MeatHook_DummyIndex]) and ((((Unit-type of (Matching unit)) Not equal to Hookhead Advanced) and (((Unit-type of (Matching unit)) Not equal to Dumm
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Number of units in MeatHook_Group) Greater than 0
-
Then - Actions
-
Unit Group - Pick every unit in (Random 1 units from MeatHook_Group) and do (Actions)
-
Loop - Actions
- Set MeatHook_BoolIndex[MeatHook_DummyIndex] = False
- Set MeatHook_TargetIndex[MeatHook_DummyIndex] = (Picked unit)
- Unit - Cause MeatHook_DummyHead to damage (Picked unit), dealing MeatHook_DamageIndex[MeatHook_DummyIndex] damage of attack type Spells and damage type Normal
- Unit - Turn collision for (Picked unit) Off
- Unit - Add Storm Crow Form to (Picked unit)
- Unit - Remove Storm Crow Form from (Picked unit)
- Animation - Change (Picked unit) flying height to (MeatHook_Z - 75.00) at 0.00
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
- Set TempFX = (Last created special effect)
- Special Effect - Destroy TempFX
-
Loop - Actions
-
Unit Group - Pick every unit in (Random 1 units from MeatHook_Group) and do (Actions)
- Else - Actions
-
If - Conditions
- Custom script: call RemoveLocation (udg_MeatHook_DummyLoc)
- Custom script: call RemoveLocation (udg_MeatHook_OffsetLoc)
-
Else - Actions
- Set MeatHook_BoolIndex[MeatHook_DummyIndex] = False
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- MeatHook_BoolDoneIndex[MeatHook_DummyIndex] Equal to False
-
Then - Actions
- Set MeatHook_DummyLoc = (Position of MeatHook_DummyHead)
- Set MeatHook_OffsetLoc = (MeatHook_DummyLoc offset by (-1.00 x MeatHook_Speed) towards (Angle from MeatHook_CasterLocIndex[MeatHook_DummyIndex] to MeatHook_DummyLoc) degrees)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Distance between MeatHook_DummyLoc and MeatHook_CasterLocIndex[MeatHook_DummyIndex]) Greater than or equal to 90.00
-
Then - Actions
- Unit - Move MeatHook_DummyHead instantly to MeatHook_OffsetLoc, facing (Facing of MeatHook_DummyHead) degrees
- Custom script: set udg_MeatHook_Z = GetLocationZ(udg_MeatHook_OffsetLoc)
- Animation - Change MeatHook_DummyHead flying height to (MeatHook_Z - 75.00) at 0.00
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- MeatHook_TargetIndex[MeatHook_DummyIndex] Not equal to No unit
-
Then - Actions
- Unit - Move MeatHook_TargetIndex[MeatHook_DummyIndex] instantly to MeatHook_OffsetLoc, facing Default building facing degrees
- Unit - Add Storm Crow Form to MeatHook_TargetIndex[MeatHook_DummyIndex]
- Unit - Remove Storm Crow Form from MeatHook_TargetIndex[MeatHook_DummyIndex]
- Animation - Change (Picked unit) flying height to (MeatHook_Z - 75.00) at 0.00
- Else - Actions
-
If - Conditions
-
Else - Actions
- Unit - Turn collision for MeatHook_TargetIndex[MeatHook_DummyIndex] On
- Animation - Change MeatHook_TargetIndex[MeatHook_DummyIndex] flying height to 0.00 at 0.00
- Unit - Remove MeatHook_DummyHead from the game
- Set MeatHook_BoolDoneIndex[MeatHook_DummyIndex] = True
-
If - Conditions
- Custom script: call RemoveLocation (udg_MeatHook_DummyLoc)
- Custom script: call RemoveLocation (udg_MeatHook_OffsetLoc)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Custom script: call RemoveLocation (udg_MeatHook_CasterLocIndex[udg_MeatHook_DummyIndex])
-
Loop - Actions
-
Unit Group - Pick every unit in MeatHook_HeadGroup and do (Actions)
-
Else - Actions
- Trigger - Turn off (This trigger)
-
If - Conditions
-
Unit Group - Pick every unit in MeatHook_ChainGroup and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- MeatHook_BoolIndex[(Custom value of (Picked unit))] Equal to True
-
Then - Actions
- Set MeatHook_DummyHead = (Picked unit)
- Set MeatHook_DummyIndex = (Custom value of MeatHook_DummyHead)
- Set MeatHook_DummyLoc = (Position of MeatHook_DummyHead)
- Set MeatHook_Speed = MeatHook_SpeedIndex[MeatHook_DummyIndex]
- Set MeatHook_OffsetLoc = (MeatHook_DummyLoc offset by MeatHook_Speed towards (Facing of MeatHook_DummyHead) degrees)
- Unit - Move MeatHook_DummyHead instantly to MeatHook_OffsetLoc, facing (Facing of MeatHook_DummyHead) degrees
- Custom script: set udg_MeatHook_Z = GetLocationZ(udg_MeatHook_OffsetLoc)
- Animation - Change MeatHook_DummyHead flying height to (MeatHook_Z - 75.00) at 0.00
- Custom script: call RemoveLocation (udg_MeatHook_DummyLoc)
- Custom script: call RemoveLocation (udg_MeatHook_OffsetLoc)
-
Else - Actions
- Set MeatHook_DummyHead = (Picked unit)
- Set MeatHook_DummyIndex = (Custom value of MeatHook_DummyHead)
- Set MeatHook_DummyLoc = (Position of MeatHook_DummyHead)
- Set MeatHook_Speed = MeatHook_SpeedIndex[MeatHook_DummyIndex]
- Set MeatHook_CasterLocIndex[MeatHook_DummyIndex] = (Position of MeatHook_CasterIndex[MeatHook_DummyIndex])
- Set MeatHook_OffsetLoc = (MeatHook_DummyLoc offset by (-1.00 x MeatHook_Speed) towards (Angle from MeatHook_CasterLocIndex[MeatHook_DummyIndex] to MeatHook_DummyLoc) degrees)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Distance between MeatHook_DummyLoc and MeatHook_CasterLocIndex[MeatHook_DummyIndex]) Greater than or equal to 90.00
-
Then - Actions
- Unit - Move MeatHook_DummyHead instantly to MeatHook_OffsetLoc, facing (Facing of MeatHook_DummyHead) degrees
- Custom script: set udg_MeatHook_Z = GetLocationZ(udg_MeatHook_OffsetLoc)
- Animation - Change MeatHook_DummyHead flying height to (MeatHook_Z - 75.00) at 0.00
-
Else - Actions
- Unit - Remove MeatHook_DummyHead from the game
-
If - Conditions
- Custom script: call RemoveLocation (udg_MeatHook_CasterLocIndex[udg_MeatHook_DummyIndex])
- Custom script: call RemoveLocation (udg_MeatHook_DummyLoc)
- Custom script: call RemoveLocation (udg_MeatHook_OffsetLoc)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
Where do i change the speed of the hook. Also how big distance of the chain.
Also if i gona add so you cant hook through buildings or doodas/trees.
Where do i change this and how do i do?
And do this hook catch units on the way back?