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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)
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)))])
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
I agree. Making unnecessary codes is a good way to train your brain, logic and WE skills But I think you should rather spend that time making necessary things.
That jump is very simple but ; sry that jump is also very lame IMO. 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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