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Nether Swap(Fixed)

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Dota Spell-Nether Swap(My 1st Spell made)

Instantaneously swaps positions with a target Hero.(hero and units in my spell)

Keywords:
Dota,Vengeful Spirit,Exchange Places,Triggers,Target Units
Contents

Nether Swap (Map)

Reviews
12th Dec 2015 IcemanBo: Too long time as NeedsFix. Rejected. 13:14, 12th Sep 2010 busterkomo: Name the trigger something other than 'Untitled Trigger 0001'. The spell is simple, but it could be useful.

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long time as NeedsFix. Rejected.

13:14, 12th Sep 2010
busterkomo: Name the trigger something other than 'Untitled Trigger 0001'. The spell is simple, but it could be useful.
 
Level 3
Joined
Jan 23, 2008
Messages
37
A simple spell, good for beginners to learn trigger editor. Once again, you didn't do any effort to explain your triggers and to mention, what have to be used for you spell and what not. For beginners it's going to be a problem.
 
Level 37
Joined
Mar 6, 2006
Messages
9,240
  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Nether Swap
    • Actions
      • Set Casterloc = (Position of (Triggering unit))
      • Set Targetloc = (Position of (Target unit of ability being cast))
      • Special Effect - Create a special effect at Casterloc using Abilities\Spells\Undead\DeathPact\DeathPactTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at Targetloc using Abilities\Spells\Undead\DeathPact\DeathPactTarget.mdl
      • Unit - Move (Target unit of ability being cast) instantly to (Position of (Triggering unit))
      • Unit - Move (Triggering unit) instantly to Targetloc
      • Custom script: call RemoveLocation(udg_Casterloc)
      • Custom script: call RemoveLocation(udg_Targetloc)
Way too simple and leaks.

You should use SetUnitX() and SetUnitY(), those don't check for collision. With "move instantly", when you move the first unit, the other is still there blocking the way. There for the first unit moved won't be at the exact position of the other unit.
 
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