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Paladon's Jump System

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Dec 3, 2012
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Hey, I am using Paladon's Jump System, and want to modify it slightly to a Jump/Slam ability. The jumps to a location, and then a dummy unit is created at the spot and is ordered to cast thunder clap. When I dont have "remove last created unit", the spell works as intended. However, when I include that action nothing occurs. This is wierd becuase I have used the "create unit at position of unit", order unit to cast spell", "remove last created unit", successfully before. Any ideas of what I am missing, or if there is a more effective way of doing this? Trigger posted below. Thanks


These triggers are from Paladons Jump System, I only added the "create unit" actions at the bottom of the sample spell trigger. (wisp is my dummy unit [has locust, thunderclap])

  • Sample Spell Jump
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Jump
    • Actions
      • Set JDA_JumpHigh_Distance = (0.33 x (Real((Level of (Ability being cast) for (Triggering unit)))))
      • Set JDA_DestroyTrees_Dash = False
      • Set JDA_Collusion = False
      • Set JDA_TargetPoint = (Target point of ability being cast)
      • Set JDA_Unit = (Triggering unit)
      • Set JDA_Speed = 15.00
      • Set JDA_SpecialEffect = Abilities\Weapons\FaerieDragonMissile\FaerieDragonMissile.mdl
      • Set JDA_Animation = walk
      • Set JDA_AnimationSpeed = 0.60
      • Unit - Create 1 Wisp for (Owner of (Casting unit)) at JDA_TargetPoint facing Default building facing degrees
      • Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
      • Unit - Remove (Last created unit) from the game
      • Trigger - Run Jump System 1 <gen> (checking conditions)
  • Jump System 1
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • JD_Integers[1] Equal to 0
        • Then - Actions
          • Trigger - Turn on Jump System 2 <gen>
        • Else - Actions
      • Set JD_Integers[1] = (JD_Integers[1] + 1)
      • Set JD_Integers[2] = (JD_Integers[2] + 1)
      • Set JD_TempPoint[1] = (Position of JDA_Unit)
      • Set JD_Distances[JD_Integers[2]] = (Distance between JD_TempPoint[1] and JDA_TargetPoint)
      • Set JD_ReachedDistance[JD_Integers[2]] = 0.00
      • Set JD_SpeedUnits[JD_Integers[2]] = JDA_Speed
      • Set JD_Unit[JD_Integers[2]] = JDA_Unit
      • Set JD_Angle[JD_Integers[2]] = (Angle from JD_TempPoint[1] to JDA_TargetPoint)
      • Set JD_Effect[JD_Integers[2]] = JDA_SpecialEffect
      • Set JD_Animations[JD_Integers[2]] = JDA_Animation
      • Set JD_TreesDestroy[JD_Integers[2]] = JDA_DestroyTrees_Dash
      • Set JD_HighSettings[JD_Integers[2]] = (JDA_JumpHigh_Distance x JD_Distances[JD_Integers[2]])
      • Unit - Turn collision for JDA_Unit Off
      • Animation - Change JDA_Unit's animation speed to (JDA_AnimationSpeed x 100.00)% of its original speed
      • Animation - Play JDA_Unit's JDA_Animation animation
      • Unit Group - Add JDA_Unit to JD_Group
      • Unit - Add Storm Crow Form to JDA_Unit
      • Unit - Remove Storm Crow Form from JDA_Unit
      • Custom script: call RemoveLocation (udg_JD_TempPoint[1])
      • Custom script: call RemoveLocation (udg_JDA_TargetPoint)
  • Jump System 2
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer JD_Integers[3]) from 1 to JD_Integers[2], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (JD_Unit[JD_Integers[3]] is in JD_Group) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • JD_ReachedDistance[JD_Integers[3]] Less than JD_Distances[JD_Integers[3]]
                • Then - Actions
                  • Animation - Queue JD_Unit[JD_Integers[3]]'s JD_Animations[JD_Integers[3]] animation
                  • Set JD_TempPoint[1] = (Position of JD_Unit[JD_Integers[3]])
                  • Set JD_TempPoint[2] = (JD_TempPoint[1] offset by JD_SpeedUnits[JD_Integers[3]] towards JD_Angle[JD_Integers[3]] degrees)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • JD_TreesDestroy[JD_Integers[3]] Equal to True
                    • Then - Actions
                      • Destructible - Pick every destructible within 150.00 of JD_TempPoint[2] and do (Destructible - Kill (Picked destructible))
                    • Else - Actions
                  • Unit - Move JD_Unit[JD_Integers[3]] instantly to JD_TempPoint[2]
                  • Set JD_ReachedDistance[JD_Integers[3]] = (JD_ReachedDistance[JD_Integers[3]] + JD_SpeedUnits[JD_Integers[3]])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Random integer number between 1 and 5) Equal to 1
                    • Then - Actions
                      • Special Effect - Create a special effect attached to the chest of JD_Unit[JD_Integers[3]] using JD_Effect[JD_Integers[3]]
                      • Special Effect - Destroy (Last created special effect)
                    • Else - Actions
                  • Set JD_RealTimer[JD_Integers[3]] = (JD_RealTimer[JD_Integers[3]] + (180.00 / (JD_Distances[JD_Integers[3]] / JD_SpeedUnits[JD_Integers[3]])))
                  • Set JD_JumpHigh[JD_Integers[3]] = ((Sin(JD_RealTimer[JD_Integers[3]])) x JD_HighSettings[JD_Integers[3]])
                  • Animation - Change JD_Unit[JD_Integers[3]] flying height to JD_JumpHigh[JD_Integers[3]] at 1000000000.00
                  • Custom script: call RemoveLocation (udg_JD_TempPoint[1])
                  • Custom script: call RemoveLocation (udg_JD_TempPoint[2])
                • Else - Actions
                  • Unit - Turn collision for JD_Unit[JD_Integers[3]] On
                  • Unit Group - Remove JD_Unit[JD_Integers[3]] from JD_Group
                  • Animation - Change JD_Unit[JD_Integers[3]]'s animation speed to 100.00% of its original speed
                  • Animation - Reset JD_Unit[JD_Integers[3]]'s animation
                  • Set JD_RealTimer[JD_Integers[3]] = 0.00
                  • Set JD_Integers[1] = (JD_Integers[1] - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • JD_Integers[1] Equal to 0
                    • Then - Actions
                      • Set JD_Integers[2] = 0
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
            • Else - Actions
Also, for future posts how do you hide triggers when you post? thanks
 
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