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[Trigger] lets Jump

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TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,267
This is the one I use. This trigger is designed for 1 unit pr player, designed for 1 hero only maps. It's not MUI, if same player uses 2 jumpers.

  • Jump
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Jump (Hunter)
    • Actions
      • Set LandingSpotArray[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
      • Set JumperArray[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
      • Set TempPoint3 = (Position of JumperArray[(Player number of (Owner of (Triggering unit)))])
      • Set AngleArray[(Player number of (Owner of (Triggering unit)))] = (Angle from TempPoint3 to LandingSpotArray[(Player number of (Owner of (Triggering unit)))])
      • Set DistanceArray[(Player number of (Owner of (Triggering unit)))] = (Distance between TempPoint3 and LandingSpotArray[(Player number of (Owner of (Triggering unit)))])
      • Set AirheightArray[(Player number of (Owner of (Triggering unit)))] = 3.00
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DistanceArray[(Player number of (Owner of (Triggering unit)))] Less than 320.00
        • Then - Actions
          • Set DistanceArray[(Player number of (Owner of (Triggering unit)))] = 320.00
          • Set LandingSpotArray[(Player number of (Owner of (Triggering unit)))] = (TempPoint3 offset by 320.00 towards AngleArray[(Player number of (Owner of (Triggering unit)))] degrees)
        • Else - Actions
      • Custom script: call RemoveLocation( udg_TempPoint3 )
      • Unit Group - Add JumperArray[(Player number of (Owner of (Triggering unit)))] to JumperGroup
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DistanceArray[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 1500.00
        • Then - Actions
          • Set JumpLengthArray[(Player number of (Owner of (Triggering unit)))] = (DistanceArray[(Player number of (Owner of (Triggering unit)))] x 0.48)
        • Else - Actions
          • Set JumpLengthArray[(Player number of (Owner of (Triggering unit)))] = (DistanceArray[(Player number of (Owner of (Triggering unit)))] x 0.49)
      • Unit - Add Crow Form to (Triggering unit)
      • Unit - Remove Crow Form from (Triggering unit)
      • Unit - Turn collision for (Triggering unit) Off
      • Trigger - Turn on Airborne <gen>
      • Unit - Add Invulnerable (Neutral) to (Triggering unit)
      • Wait (0.06 x (Real((Level of Jump (Hunter) for JumperArray[(Player number of (Owner of (Triggering unit)))])))) seconds
      • Unit - Remove Invulnerable (Neutral) from (Triggering unit)
  • Airborne (Initially off)
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in JumperGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • JumpLengthArray[(Player number of (Owner of (Picked unit)))] Greater than 0.00
            • Then - Actions
              • Set JumpLengthArray[(Player number of (Owner of (Picked unit)))] = (JumpLengthArray[(Player number of (Owner of (Picked unit)))] - 24.00)
              • Set DistanceArray[(Player number of (Owner of (Picked unit)))] = (DistanceArray[(Player number of (Owner of (Picked unit)))] - 24.00)
              • Set AirheightArray[(Player number of (Owner of (Picked unit)))] = (AirheightArray[(Player number of (Owner of (Picked unit)))] + (12.00 + (0.05 x JumpLengthArray[(Player number of (Owner of (Picked unit)))])))
              • Special Effect - Create a special effect attached to the chest of JumperArray[(Player number of (Owner of (Picked unit)))] using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • Animation - Change JumperArray[(Player number of (Owner of (Picked unit)))] flying height to AirheightArray[(Player number of (Owner of (Picked unit)))] at 3000.00
              • Set TempPoint1 = (Position of JumperArray[(Player number of (Owner of (Picked unit)))])
              • Set TempPoint2 = (TempPoint1 offset by 24.00 towards AngleArray[(Player number of (Owner of (Picked unit)))] degrees)
              • Unit - Move JumperArray[(Player number of (Owner of (Picked unit)))] instantly to TempPoint2
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • JumpLengthArray[(Player number of (Owner of (Picked unit)))] Less than or equal to 0.00
                  • DistanceArray[(Player number of (Owner of (Picked unit)))] Greater than 0.00
            • Then - Actions
              • Set JumpLengthArray[(Player number of (Owner of (Picked unit)))] = (JumpLengthArray[(Player number of (Owner of (Picked unit)))] - 24.00)
              • Set DistanceArray[(Player number of (Owner of (Picked unit)))] = (DistanceArray[(Player number of (Owner of (Picked unit)))] - 24.00)
              • Set AirheightArray[(Player number of (Owner of (Picked unit)))] = (AirheightArray[(Player number of (Owner of (Picked unit)))] + (-12.00 + (0.05 x JumpLengthArray[(Player number of (Owner of (Picked unit)))])))
              • Special Effect - Create a special effect attached to the chest of JumperArray[(Player number of (Owner of (Picked unit)))] using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • Animation - Change JumperArray[(Player number of (Owner of (Picked unit)))] flying height to AirheightArray[(Player number of (Owner of (Picked unit)))] at 3000.00
              • Set TempPoint1 = (Position of JumperArray[(Player number of (Owner of (Picked unit)))])
              • Set TempPoint2 = (TempPoint1 offset by 24.00 towards AngleArray[(Player number of (Owner of (Picked unit)))] degrees)
              • Unit - Move JumperArray[(Player number of (Owner of (Picked unit)))] instantly to TempPoint2
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AirheightArray[(Player number of (Owner of (Picked unit)))] Less than or equal to 2.00
                • Then - Actions
                  • Animation - Change JumperArray[(Player number of (Owner of (Picked unit)))] flying height to 0.00 at 3000.00
                  • Unit - Move JumperArray[(Player number of (Owner of (Picked unit)))] instantly to LandingSpotArray[(Player number of (Owner of (Picked unit)))]
                  • Set AirheightArray[(Player number of (Owner of (Picked unit)))] = 0.00
                  • Set JumpLengthArray[(Player number of (Owner of (Picked unit)))] = 0.00
                  • Set DistanceArray[(Player number of (Owner of (Picked unit)))] = 0.00
                  • Set AngleArray[(Player number of (Owner of (Picked unit)))] = 0.00
                  • Unit - Turn collision for JumperArray[(Player number of (Owner of (Picked unit)))] On
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Number of units in JumperGroup) Equal to 0
                    • Then - Actions
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (JumperArray[(Player number of (Owner of (Picked unit)))] is alive) Equal to True
                    • Then - Actions
                      • Unit - Create 1 Dummy for (Owner of JumperArray[(Player number of (Owner of (Picked unit)))]) at LandingSpotArray[(Player number of (Owner of (Picked unit)))] facing Default building facing degrees
                      • Set Dummy2 = (Last created unit)
                      • Unit - Add Landing Damage to Dummy2
                      • Unit - Set level of Landing Damage for Dummy2 to (Level of Jump (Hunter) for JumperArray[(Player number of (Owner of (Picked unit)))])
                      • Custom script: call IssueImmediateOrder( GetLastCreatedUnit(), "stomp" )
                      • Special Effect - Create a special effect at LandingSpotArray[(Player number of (Owner of (Picked unit)))] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Unit - Kill Dummy2
                      • Set Dummy2 = No unit
                    • Else - Actions
                      • Unit - Remove Jump Trail from JumperArray[(Player number of (Owner of (Picked unit)))]
                  • Set JumperArray[(Player number of (Owner of (Picked unit)))] = No unit
                  • Custom script: call RemoveLocation( udg_LandingSpotArray[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))])
                • Else - Actions
          • Custom script: call RemoveLocation( udg_TempPoint1 )
          • Custom script: call RemoveLocation( udg_TempPoint2 )
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,267
please stop making unnessisary codes! USE THIS PLEASE! Code free!! = no code needed to function! :grin: http://www.hiveworkshop.com/resources_new/spells/679/

This is perfect for new guys!

That jump is very simple but ; sry that jump is also very lame IMO. :hohum: It's almost blink. Well, it's blink. If it's gonna be jump, the unit has to be airborne while jumping.

How did that get 9/10??? It's one of the worlds big mysteries... Well it's 3 years old, and jump scripts back then was very unusual I guess. If that has been submitted today, perhaps only a 3/10.
 
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