- Joined
- Jul 30, 2005
- Messages
- 11
Hello. New to the forums, here. ^^
I've been working on a map and am currently making a hero with an ability that I'm going to try to summarize as well as the person it is made for summarized the idea to me.
He wanted an aura that, say, for about 1000 radius, enemy heroes will be caught by his shine. And the shine will display a fade filter of White Mask with transparency lowering for each level of it.
Now, I already have an entering trigger so that whenever he enters the map, he is stored as a unit variable, (Tuna) because there'll only be one in the map.
Tell me if I'm on the wrong track or what, please.
SHINE
Events
Time - Every 1.00 seconds of game time
Conditions
(Level of SHINE! for Tuna) Greater than or equal to 1
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units within 1000.00 of (Position of Tuna) matching ((((Matching unit) belongs to an enemy of (Owner of Tuna)) Equal to True) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Player((Integer A)))
Then - Actions
Set ShinePlayer[(Integer A)] = (Player((Integer A)))
Custom script: if GetLocalPlayer() == udg_ShinePlayer[GetForLoopIndexA()] then
Cinematic - Apply a filter over 0.01 seconds using Normal blending on texture White Mask, starting with color (0.00%, 0.00%, 0.00%) and 100.00% transparency and ending with color (100.00%, 100.00%, 100.00%) and (100.00 - (10.00 x (Real((Level of SHINE! for Tuna)))))% transparency
Custom script: endif
Cinematic - Hide filter
Else - Actions
Cinematic - Hide filter
I've been working on a map and am currently making a hero with an ability that I'm going to try to summarize as well as the person it is made for summarized the idea to me.
He wanted an aura that, say, for about 1000 radius, enemy heroes will be caught by his shine. And the shine will display a fade filter of White Mask with transparency lowering for each level of it.
Now, I already have an entering trigger so that whenever he enters the map, he is stored as a unit variable, (Tuna) because there'll only be one in the map.
Tell me if I'm on the wrong track or what, please.
SHINE
Events
Time - Every 1.00 seconds of game time
Conditions
(Level of SHINE! for Tuna) Greater than or equal to 1
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units within 1000.00 of (Position of Tuna) matching ((((Matching unit) belongs to an enemy of (Owner of Tuna)) Equal to True) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Player((Integer A)))
Then - Actions
Set ShinePlayer[(Integer A)] = (Player((Integer A)))
Custom script: if GetLocalPlayer() == udg_ShinePlayer[GetForLoopIndexA()] then
Cinematic - Apply a filter over 0.01 seconds using Normal blending on texture White Mask, starting with color (0.00%, 0.00%, 0.00%) and 100.00% transparency and ending with color (100.00%, 100.00%, 100.00%) and (100.00 - (10.00 x (Real((Level of SHINE! for Tuna)))))% transparency
Custom script: endif
Cinematic - Hide filter
Else - Actions
Cinematic - Hide filter