Push v1.0c Updated! (Added Levels)

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Pushes the targeted unit away from u and slowing them. Can trap units in trees!!!!!!!

UPDATED TRIGGERS!!! Added Levels to the spell.

  • Push Variables
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Just Setting some variables --------
      • Set Pu_Push = Push
      • Set Pu_SFX = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
      • Set Pu_AttachmentPoint = chest
      • Set Pu_DummyType = Dummy
      • Set Pu_SpeedPerLevel[1] = 30
      • Set Pu_SpeedPerLevel[2] = 35
      • Set Pu_SpeedPerLevel[3] = 40
      • -------- Setting time for Loop Trigger --------
      • Set Pu_LoopTime = 0.05
      • Trigger - Add to Push Loop <gen> the event (Time - Every Pu_LoopTime seconds of game time)



  • Push Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Pu_Push
    • Actions
      • -------- Configuring the variables --------
      • Set Pu_Index = (Pu_Index + 1)
      • Set Pu_Target[Pu_Index] = (Target unit of ability being cast)
      • Set Pu_Level[Pu_Index] = (Level of Pu_Push for (Triggering unit))
      • Set Pu_Speed[Pu_Index] = Pu_SpeedPerLevel[Pu_Level[Pu_Index]]
      • -------- Positions needed for angle and dummy --------
      • Set tempPoint1 = (Position of (Triggering unit))
      • Set tempPoint2 = (Position of Pu_Target[Pu_Index])
      • -------- Creating a dummy that will cast the slow --------
      • Unit - Create 1 Pu_DummyType for (Triggering player) at tempPoint1 facing Default building facing degrees
      • Set tempUnit = (Last created unit)
      • Unit - Add a 2.00 second Generic expiration timer to tempUnit
      • Unit - Order tempUnit to Human Sorceress - Slow Pu_Target[Pu_Index]
      • -------- Setting the angle of the push (this means that target will be pushed towards this angle) --------
      • Set Pu_Angle[Pu_Index] = (Angle from tempPoint1 to tempPoint2)
      • -------- Move distance per 0.05 (in loop) --------
      • -------- Collision size off so that target can go thru other units --------
      • Unit - Turn collision for Pu_Target[Pu_Index] Off
      • -------- Removing Locations --------
      • Custom script: call RemoveLocation( udg_tempPoint1)
      • Custom script: call RemoveLocation( udg_tempPoint2)
      • -------- Turning on the loop trigger --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Pu_Index Equal to 1
        • Then - Actions
          • Trigger - Turn on Push Loop <gen>
        • Else - Actions



  • Push Loop
    • Events
    • Conditions
    • Actions
      • For each (Integer tempInt) from 1 to Pu_Index, do (Actions)
        • Loop - Actions
          • -------- Setting the Move Point (tempPoint2) --------
          • Set tempPoint1 = (Position of Pu_Target[tempInt])
          • Set tempPoint2 = (tempPoint1 offset by (Real(Pu_Speed[tempInt])) towards Pu_Angle[tempInt] degrees)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Terrain pathing at tempPoint2 of type Walkability is off) Equal to True
            • Then - Actions
            • Else - Actions
              • -------- Moving the unit --------
              • Unit - Move Pu_Target[tempInt] instantly to tempPoint2
          • -------- Removing Locations --------
          • Custom script: call RemoveLocation( udg_tempPoint1)
          • Custom script: call RemoveLocation( udg_tempPoint2)
          • -------- A little special effect so it wouldnt look boring --------
          • Special Effect - Create a special effect attached to the Pu_AttachmentPoint of Pu_Target[tempInt] using Pu_SFX
          • Special Effect - Destroy (Last created special effect)
          • -------- Reducing the distance moved (Why? Because of the smooth stop and not the instant stop) --------
          • Set Pu_Speed[tempInt] = (Pu_Speed[tempInt] - 1)
          • -------- De-indexing --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Pu_Speed[tempInt] Equal to 0
            • Then - Actions
              • Unit - Turn collision for Pu_Target[tempInt] On
              • Set Pu_Angle[tempInt] = Pu_Angle[Pu_Index]
              • Set Pu_Speed[tempInt] = Pu_Speed[Pu_Index]
              • Set Pu_Level[tempInt] = Pu_Level[Pu_Index]
              • Set Pu_Target[tempInt] = Pu_Target[Pu_Index]
              • Set Pu_Target[Pu_Index] = No unit
              • Set Pu_Index = (Pu_Index - 1)
              • Set tempInt = (tempInt - 1)
              • -------- Turning off the trigger if there are no units pushed( index = 0) --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Pu_Index Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions


Keywords:
Push
Contents

Just another Warcraft III map (Map)

Reviews
112th Dec 2015 IcemanBo: For long time as NeedsFix. Rejected. 6:42, 20th Sep 2014 TriggerHappy: Like others have said you miss important pathability factors. Getting stuck in trees is a bug. You should be using a knockback system.

Moderator

M

Moderator

112th Dec 2015
IcemanBo: For long time as NeedsFix. Rejected.

6:42, 20th Sep 2014
TriggerHappy:

Like others have said
  1. you miss important pathability factors.
  2. Getting stuck in trees is a bug.
  3. You should be using a knockback system.
 
Level 19
Joined
Mar 18, 2012
Messages
1,717
I see you are eager to submit your spell ideas, which is very welcome :).

However the concept of "push" can be simplified to a combination of a knockback system plus a dummy caster system.

In your attempt you miss very important factors like terrainpathability (rocks, trees, water, etc)

Furthermore spell submissions should support multiple levels.
 
Last edited:
Level 8
Joined
Nov 9, 2011
Messages
322
I see you are eager to submit your spell ideas, which is very welcome :).

However the concept of "push" can be simplified to a combination of a knockback system plus a dummy caster system.

In your attempt you miss very important factors like terrainpathability (rocks, trees, water, etc)

Furthermore spell submission should support multiple levels.

just tell me about this terrainpathability can i fix it like this?

  • Push Loop
    • Events
    • Conditions
    • Actions
      • For each (Integer tempInt) from 1 to Pu_Index, do (Actions)
        • Loop - Actions
          • -------- Setting the Move Point (tempPoint2) --------
          • Set tempPoint1 = (Position of Pu_Target[tempInt])
          • Set tempPoint2 = (tempPoint1 offset by (Real(Pu_Speed[tempInt])) towards Pu_Angle[tempInt] degrees)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Terrain pathing at tempPoint2 of type Walkability is off) Equal to True
            • Then - Actions
              • Set tempPoint2 = (Position of Pu_Target[tempInt])
            • Else - Actions
          • -------- Moving the unit --------
          • Unit - Move Pu_Target[tempInt] instantly to tempPoint2
          • -------- Removing Locations --------
          • Custom script: call RemoveLocation( udg_tempPoint1)
          • Custom script: call RemoveLocation( udg_tempPoint2)
          • -------- A little special effect so it wouldnt look boring --------
          • Special Effect - Create a special effect attached to the Pu_AttachmentPoint of Pu_Target[tempInt] using Pu_SFX
          • Special Effect - Destroy (Last created special effect)
          • -------- Reducing the distance moved (Why? Because of the smooth stop and not the instant stop) --------
          • Set Pu_Speed[tempInt] = (Pu_Speed[tempInt] - 1)
          • -------- De-indexing --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Pu_Speed[tempInt] Equal to 0
            • Then - Actions
              • Unit - Turn collision for Pu_Target[tempInt] On
              • Set Pu_Angle[tempInt] = Pu_Angle[Pu_Index]
              • Set Pu_Speed[tempInt] = Pu_Speed[Pu_Index]
              • Set Pu_Target[tempInt] = Pu_Target[Pu_Index]
              • Set Pu_Target[Pu_Index] = No unit
              • Set Pu_Index = (Pu_Index - 1)
              • Set tempInt = (tempInt - 1)
              • -------- Turning off the trigger if there are no units pushed( index = 0) --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Pu_Index Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions
 
Level 8
Joined
Nov 9, 2011
Messages
322
welcome to hiveworkshop bro!

Idk why cant the moderators or whatever they are to say aprroved (reason) or rejected (reason) and they must say 1000 words that has nothing to do with the actuall spell they always say as they seen some other spell with other system well this is different spell it doesnt have to have same system fcking shit im mad.
 
Level 8
Joined
Nov 9, 2011
Messages
322
It's not hating, it's realism. Just search for "knockback" or "knock back" in the spell section and you will have 100 results. Okay maybe not, but it's not that creative.

rly rly???? rly u are looking at new spells and expecting to have same system as some old ''knockback'' spell, u have to be kidding me. Spells that are new should be looked at their own code for what it is and if its working or even if its not shouldnt be compared to some old or some pro code or smth just because the user who made it didnt know more.
 

Chaosy

Tutorial Reviewer
Level 39
Joined
Jun 9, 2011
Messages
13,081
I don't even get your logic..

If I code my own game right now.. and say, "this is just like World of Warcraft" (but way worse since I am no bilion dollar company)

Tell me, WHY would people use my version of WoW instead of a really good optimized version with more features?

I am not saying it should be rejected, it IS useful, but I doubt it will get higher than 2/5 by the mod.

edit:
@almia
too late xd

edit2: Also, I am not saying "OMG YOU CAN'T CREATE SPELLS WITH KNOCKBACK!" but your spell is is almost only the knockback, you could create a spell that applies a knockback upon getting hit by it for example.

example: the caster channels a spell for 10 seconds and every second he shoots out one bolt of X (fire, lightning etc) towards a random location within Y units of himself(this could be a arcing missle, it would looks awesome). Hit units takes X damage and get knocked back.
 
Level 8
Joined
Nov 9, 2011
Messages
322
I don't even get your logic..

If I code my own game right now.. and say, "this is just like World of Warcraft" (but way worse since I am no bilion dollar company)

Tell me, WHY would people use my version of WoW instead of a really good optimized version with more features?

I am not saying it should be rejected, it IS useful, but I doubt it will get higher than 2/5 by the mod.

edit:
@almia
too late xd

edit2: Also, I am not saying "OMG YOU CAN'T CREATE SPELLS WITH KNOCKBACK!" but your spell is is almost only the knockback, you could create a spell that applies a knockback upon getting hit by it for example.

example: the caster channels a spell for 10 seconds and every second he shoots out one bolt of X (fire, lightning etc) towards a random location within Y units of himself(this could be a arcing missle, it would looks awesome). Hit units takes X damage and get knocked back.

and i wasnt saying i need 5/5, all i needed to know if its good as it is without bugs, leaks thats all i needed to knowand if there was bugs or leaks and someone should point them so i can fix
 
Level 13
Joined
Jul 16, 2012
Messages
680
@mogulkhan1Axe
Nyc coding :)

In second trigger
Unit - Create 1 Dummy for (Triggering player) at tempPoint1 facing Default building facing degrees

You forgot to save the Dummy in a Variable

So just like this,
Unit - Create 1 Variable for (Triggering player) at tempPoint1 facing Default building facing degrees

other trigger is okay...
 
Level 8
Joined
Nov 9, 2011
Messages
322
damn

@mogulkhan1Axe
Nyc coding :)

In second trigger
Unit - Create 1 Dummy for (Triggering player) at tempPoint1 facing Default building facing degrees

You forgot to save the Dummy in a Variable

So just like this,
Unit - Create 1 Variable for (Triggering player) at tempPoint1 facing Default building facing degrees

other trigger is okay...
k ill fix it right away
 
Level 16
Joined
Nov 18, 2012
Messages
1,430
rly rly???? rly u are looking at new spells and expecting to have same system as some old ''knockback'' spell, u have to be kidding me. Spells that are new should be looked at their own code for what it is and if its working or even if its not shouldnt be compared to some old or some pro code or smth just because the user who made it didnt know more.

Mr. Genius, if you didn't compare from code to code there wouldn't be "good" or "bad" spells, how to talk about progress without comparing? This is so similar to "knockback", so dont be mad just because people mention that. The spell is still not bad at all, just add something that triggers damage and it will be cool.
 
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