When using this trigger jump works perfect with player 1 but when I play with other people it makes them jump on the spot untill they are killed.
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Jump Activate
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Events
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Unit - A unit Begins channeling an ability
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Conditions
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(Ability being cast) Equal to Jump
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Actions
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Set Jumpto[(Player number of (Triggering player))] = (Target point of ability being cast)
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Set Jumper[(Player number of (Triggering player))] = (Casting unit)
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Trigger - Run Jump <gen> (ignoring conditions)
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Jump Movement
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Events
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Time - Every 0.01 seconds of game time
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Conditions
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Actions
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Unit - Move Jumper[(Player number of (Triggering player))] instantly to ((Position of Jumper[(Player number of (Triggering player))]) offset by 3.00 towards (Facing of Jumper[(Player number of (Triggering player))]) degrees), facing 0.00 degrees
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Unit - Make Jumper[(Player number of (Triggering player))] face Jumpto[(Player number of (Triggering player))] over 0.01 seconds
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Jump
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Events
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Conditions
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Actions
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Unit - Pause Jumper[(Player number of (Triggering player))]
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Unit - Make Jumper[(Player number of (Triggering player))] face Jumpto[(Player number of (Triggering player))] over 0.01 seconds
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Wait 0.01 seconds
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Unit - Add Crow Form to Jumper[(Player number of (Triggering player))]
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Unit - Turn collision for Jumper[(Player number of (Triggering player))] Off
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Unit - Make Jumper[(Player number of (Triggering player))] Invulnerable
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Animation - Change Jumper[(Player number of (Triggering player))] flying height to 300.00 at 900.00
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Trigger - Turn on Jump Movement <gen>
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Wait 0.20 seconds
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Trigger - Turn off Jump Movement <gen>
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Unit - Make Jumper[(Player number of (Triggering player))] face Jumpto[(Player number of (Triggering player))] over 0.01 seconds
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Animation - Change Jumper[(Player number of (Triggering player))] flying height to 0.00 at 1500.00
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Trigger - Turn on Jump Movement <gen>
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Wait 0.10 seconds
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Trigger - Turn off Jump Movement <gen>
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Animation - Change Jumper[(Player number of (Triggering player))]'s animation speed to 100.00% of its original speed
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Unit - Remove Crow Form from Jumper[(Player number of (Triggering player))]
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Unit - Turn collision for Jumper[(Player number of (Triggering player))] On
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Unit - Make Jumper[(Player number of (Triggering player))] Vulnerable
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Unit - Unpause Jumper[(Player number of (Triggering player))]
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Set Jumper[(Player number of (Triggering player))] = No unit
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Custom script: call RemoveLocation( udg_Jumpto[GetPlayerId( GetEnumPlayer()) + 1] )
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