Missile Barrage V.1.30

This bundle is marked as approved. It works and satisfies the submission rules.
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  • Missile Barrage Cast
    • Events
      • Unit - A unit Initie l'effet d'une compétence
    • Conditions
      • (Ability being cast) Egal à Missile Barrage
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MB_Counter Equal 0
        • Then - Actions
          • Trigger - Turn on Missile Barrage Loop <gen>
        • Else - Actions
      • -------- Index And Counter DATA --------
      • Set MB_Index = (MB_Index + 1)
      • Set MB_Counter = (MB_Counter + 1)
      • -------- -------- Caster DATA --------- --------
      • Set MB_Caster[MB_Index] = (Casting unit)
      • Set MB_CasterLocation[MB_Index] = (Position of MB_Caster[MB_Index])
      • -------- -------- Target DATA --------- --------
      • Set MB_Target[MB_Index] = (Target unit of ability being cast)
      • Set MB_TargetLocation[MB_Index] = (Position of MB_Target[MB_Index])
      • -------- ------- Constant DATA ------ --------
      • Set MB_Level[MB_Index] = (Level of Missile Barrage for MB_Caster[MB_Index])
      • Set MB_Player[MB_Index] = (Owner of MB_Caster[MB_Index])
      • -------- ---- Configurable DATA --- --------
      • Set MB_Speed[MB_Index] = 15.00
      • Set MB_Distance[MB_Index] = 150.00
      • Set MB_MaxDistance[MB_Index] = 300.00
      • Set MB_MissileNumber[MB_Index] = (10 + (2 x MB_Level[MB_Index]))
      • Set MB_KnockPerMissile[MB_Index] = 15.00
      • Set MB_Damage[MB_Index] = (12.00 + (3.00 x (Real(MB_Level[MB_Index]))))
      • Set MB_Effect[MB_Index] = Abilities\Spells\NightElf\Taunt\TauntCaster.mdl
      • -------- ------------ !Starting! ----------- --------
      • Special Effect - Create a special effect attached to the origine of MB_Caster[MB_Index] using MB_Effect[MB_Index]
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect attached to the origine of MB_Target[MB_Index] using MB_Effect[MB_Index]
      • Special Effect - Destroy (Last created special effect)
      • For each (Integer A) from 1 to MB_MissileNumber[MB_Index], do (Actions)
        • Loop - Actions
          • Set MB_Angle[MB_Index] = (360.00 / (Real(MB_MissileNumber[MB_Index])))
          • Set TempPoint = (MB_CasterLocation[MB_Index] offset by MB_Distance[MB_Index] towards (MB_Angle[MB_Index] x (Real((Integer A)))) degrees)
          • Unit - Create 1 Missile Barrrage ( DUMMY) for MB_Player[MB_Index] at TempPoint facing (MB_Angle[MB_Index] x (Real((Integer A)))) degrees
          • Unit Group - Add (Last created unit) to MB_DummyGroup[MB_Index]
          • Unit - Turn collision for (Last created unit) Off
          • Custom script: call RemoveLocation( udg_TempPoint )
      • Custom script: call RemoveLocation( udg_MB_TargetLocation[ udg_MB_Index ] )


  • Missile Barrage Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer MB_Integer) from 1 to MB_Index, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MB_Booleen[MB_Integer] Egal à FALSE
            • Then - Actions
              • Set MB_Distance[MB_Integer] = (MB_Distance[MB_Integer] + MB_Speed[MB_Integer])
              • Unit Group - Pick every unit in MB_DummyGroup[MB_Integer] and do (Actions)
                • Loop - Actions
                  • Set MB_DummyLocation[MB_Integer] = (Position of (Picked unit))
                  • Set MB_Angle[MB_Integer] = (Angle from MB_CasterLocation[MB_Integer] to MB_DummyLocation[MB_Integer])
                  • Set MB_MoveLocation[MB_Integer] = (MB_CasterLocation[MB_Integer] offset by MB_Distance[MB_Integer] towards MB_Angle[MB_Integer] degrees)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Terrain pathing at MB_MoveLocation[MB_Integer] of type En marchant is off) Egal à FALSE
                    • Then - Actions
                      • Unit - Move (Picked unit) instantly to MB_MoveLocation[MB_Integer]
                    • Else - Actions
                      • Unit - Kill (Picked unit)
                      • Unit Group - Remove (Picked unit) from MB_DummyGroup[MB_Integer]
                  • Custom script: call RemoveLocation( udg_MB_MoveLocation[ udg_MB_Integer ] )
                  • Custom script: call RemoveLocation( udg_MB_DummyLocation[ udg_MB_Integer ] )
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • MB_Distance[MB_Integer] Supérieur ou égal à MB_MaxDistance[MB_Integer]
                • Then - Actions
                  • Set MB_Booleen[MB_Integer] = TRUE
                • Else - Actions
            • Else - Actions
              • Unit - Pick every unit in MB_DummyGroup[MB_Integer] and do (Actions)
                • Loop - Actions
                  • Set MB_DummyLocation[MB_Integer] = (Position of (Picked unit))
                  • Set MB_TargetLocation[MB_Integer] = (Position of MB_Target[MB_Integer])
                  • Set MB_Distance[MB_Integer] = ((Distance between MB_TargetLocation[MB_Integer] and MB_DummyLocation[MB_Integer]) - MB_Speed[MB_Integer])
                  • Set MB_MoveLocation[MB_Integer] = (MB_DummyLocation[MB_Integer] offset by MB_Speed[MB_Integer] towards (Facing of (Picked unit)) degrees)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Terrain pathing at MB_MoveLocation[MB_Integer] of type En marchant is off) Egal à FALSE
                    • Then - Actions
                      • Unit - Move (Picked unit) instantly to MB_MoveLocation[MB_Integer], facing MB_TargetLocation[MB_Integer]
                    • Else - Actions
                      • Unit - Kill (Picked unit)
                      • Unit Group - Remove (Picked unit) from MB_DummyGroup[MB_Integer]
                  • Custom script: call RemoveLocation( udg_MB_MoveLocation[ udg_MB_Integer ] )
                  • Custom script: call RemoveLocation( udg_MB_DummyLocation[ udg_MB_Integer ] )
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • MB_Distance[MB_Integer] Inférieur à 50.00
                    • Then - Actions
                      • Set MB_DummyLocation[MB_Integer] = (Position of (Picked unit))
                      • Set MB_Angle[MB_Integer] = (Angle from MB_TargetLocation[MB_Integer] to MB_DummyLocation[MB_Integer])
                      • Set MB_MoveLocation[MB_Integer] = (MB_TargetLocation[MB_Integer] offset by MB_KnockPerMissile[MB_Integer] towards (MB_Angle[MB_Integer] + 180.00) degrees)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (MB_Target[MB_Integer] is alive) Egal à TRUE
                        • Then - Actions
                          • Unit - Move MB_Target[MB_Integer] instantly to MB_MoveLocation[MB_Integer], facing MB_TargetLocation[MB_Integer]
                        • Else - Actions
                      • Unit - Cause MB_Caster[MB_Integer] to damage MB_Target[MB_Integer], dealing MB_Damage[MB_Integer] damage of attack type Siège and damage type Universel
                      • Unit Group - Remove (Picked unit) from MB_DummyGroup[MB_Integer]
                      • Unit - Kill (Picked unit)
                      • Custom script: call RemoveLocation( udg_MB_DummyLocation[ udg_MB_Integer ] )
                      • Custom script: call RemoveLocation( udg_MB_MoveLocation[ udg_MB_Integer ] )
                    • Else - Actions
                  • Custom script: call RemoveLocation( udg_MB_TargetLocation[ udg_MB_Integer ] )
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in MB_DummyGroup[MB_Integer]) Egal à 0
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • MB_Finish[MB_Integer] Egal à FALSE
                    • Then - Actions
                      • Set MB_Finish[MB_Integer] = TRUE
                      • Set MB_Counter = (MB_Counter - 1)
                      • Custom script: call DestroyGroup( udg_MB_DummyGroup[ udg_MB_Counter ] )
                      • Custom script: call RemoveLocation( udg_MB_CasterLocation[ udg_MB_Integer ] )
                    • Else - Actions
                • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MB_Counter Equal 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Set MB_Index = 0
        • Else - Actions



THE CODE IS BAD, DOWNLOAD THE SPELL AND CHECK THE CODE



- Initiale Release


- Remove One Leaks
- Remove The Custom Script
- Add Some Special Effect


- Fixed A Big Bug [ Thx To Atami ]
- Add More Eye Candy
- Add Splash Damage


- Added Documentation




- Gaby-Boy [ For The Spell ]


Give Credits To Me If You Use It In Your Map.

Some Part Of The Code Is In French Because My Editor Is In French And I Cant Traduct All The Trigger.

My English Is Bad... I Use Google Traduction :p

- Gaby-Boy

Keywords:
Missile, Barrage, Gaby-Boy, v.1.00, v.1.10, v1.20, v.1.30.
Contents

MISSILE BARRAGE V.1.30 (Map)

Reviews
15:00, 28th Jun 2010 TriggerHappy: Fixed the leaks. It's MUI as well.

Moderator

M

Moderator

15:00, 28th Jun 2010
TriggerHappy:

Fixed the leaks.
It's MUI as well.
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
A nice spell.

I would give it 4/5 which is good considering the amount of average spells lately.

I liked the missile movement tho the effect is pretty generic.

Adding for example a small splash damage around the main target would be nice :)

Anyway a very nice spell, keep it up.
 
Level 5
Joined
Oct 9, 2008
Messages
112
Bug found! :>

Hey,
its a very cool and well triggerd spell... But there are is a bug! If you cast the spell sometimes in same time or in 1 sec. intervals it start to bug and the missles fly through the map and stop when they want. Or they stop und doesnt get removed... If it start to get bugged, it doesnt stop! :< Please try to fix it and update!!!!
WC3ScrnShot_070110_211609_04.jpg
 
Last edited:
Level 25
Joined
Jun 5, 2008
Messages
1,789
God damn it, what's wrong with this spell? I can only use it once. When I try to use it a second time the rockets just stand still. They don't move, they don't disappear. They just pop up and can be moved around as if they were normal invulnerable units. How the hell do i fix this problem? It was nice the first time I used it.
 
Level 4
Joined
May 13, 2012
Messages
66
lols how is this bugged spell approved?

Wtf, how did this spell get approved? :vw_wtf::vw_wtf:
Even if it doesn't leak or use waits, it's not necessarily MUI or 0 cd spammable. Same problem as others... I import into my map and then it just screws up. Though for some reason it works in original map...I looked at the code and couldn't find anything wrong. Any help?
 
Level 10
Joined
Jun 9, 2012
Messages
831
Wtf, how did this spell get approved? :vw_wtf::vw_wtf:
Even if it doesn't leak or use waits, it's not necessarily MUI or 0 cd spammable. Same problem as others... I import into my map and then it just screws up. Though for some reason it works in original map...I looked at the code and couldn't find anything wrong. Any help?

Was about to report the same thing. I really want this spell. Please update it soon it's been for a long time since it gets updated.

Edit: Did anyone notice that the rockets deal no damage even on the first cast? Or is that just me?
 
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