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Hi there, I'd like to create a version of mass teleport that also teleports allied friendly units aswel as the usual casters units, is this possible?
Cast
Event

Unit - A unit starts the effect of an ability
Condition

Ability being cast equal to Custom Mass Teleport
Actions

Set Caster = Triggering Unit

Set Group = Units within 400 of Caster matching (Matching Unit belongs to an ally of (Owner of (Caster))

Set TargetPoint = Target Point of ability being cast

//You know what to do next
Yeah. I don't know why so much hassle is needed when you only need a few lines of trigger code.
Thanks deathismyfriend!
Hey, thanks for all the help! Yes MasterTerrainer is right I don;t have knowledge of Jass I just use the triggers so his option was the most helpful, managed to got it working so thanks for pointing me in the right direction MT
I was wondering would it be possible to create the teleport effects at the location of the teleported allied units? You know just like how it creates the effect when you use the spell normally, it looks abit funny with the units just disappearing without any effect.
Hey, thanks for all the help! Yes MasterTerrainer is right I don;t have knowledge of Jass I just use the triggers so his option was the most helpful, managed to got it working so thanks for pointing me in the right direction MT
I was wondering would it be possible to create the teleport effects at the location of the teleported allied units? You know just like how it creates the effect when you use the spell normally, it looks abit funny with the units just disappearing without any effect.
Cast
Event

Your event here
Conditions

Your conditions here
Actions

//The actions I mentioned above

Set Group = Units in range of Caster...

Unit Group - Pick every unit in Group and do Actions:


Loop Actions



Set Point = Position of Picked Unit



Special Effect - Create Special Effect1 at Point




Set SFX[1] - Last Created Special Effect




Special Effect - Create Special Effect2 at Point




Set SFX[2] - Last Created Special Effect


Special Effect - Destroy SFX[1]


Special Effect - Destroy SFX[2]


Custom Script: call RemoveLocation(udg_Point)
Basically, do this:
Cast
Event
Your event here
Conditions
Your conditions here
Actions
//The actions I mentioned above
Set Group = Units in range of Caster...
Unit Group - Pick every unit in Group and do Actions:
Loop Actions
Set Point = Position of Picked Unit
Special Effect - Create Special Effect1 at Point
Set SFX[1] - Last Created Special Effect
Special Effect - Create Special Effect2 at Point
Set SFX[2] - Last Created Special Effect
Special Effect - Destroy SFX[1]
Special Effect - Destroy SFX[2]
Custom Script: call RemoveLocation(udg_Point)
Creating dummy units would be a waste of object, in this case. For more optimization use special effects instead.
That's basically what I just said lol.
Marhsmalo, i hope you understand now and I hope you have solved your problem.
You needn't give us credits.
Thanks Mastertrainer the special effect idea worked greate!
Would give you rep but you have it disabled!
Thanks Mastertrainer the special effect idea worked greate!
Would give you rep but you have it disabled!
Lol thts an odd reason.
Hey there, I have noticed a small problem with this spell, the transported units are being transported to the position of where the spell was targeted not the unit mass teleport was targeted to.
If you try and mass teleport by clicking on the mini map the game seems to compensate and channel the spell to the nearest friendly unit, unfortunately the units are transported to target position not target unit.
This isnt a huge problem but i could be a problem if the units get transported somewhere they shouldn't. I tried changing "target location variable to position of unit, target unit of ability being cast" but that won't work.
Is there an easy fix for this?
Ok well I think its getting a bit complex so I'll test whether or not it's OK in multiplayer and change if necessary, its not a huge issue will only cause issues if the caster player is a noob. thanks to both of you!