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Level 18
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that would be helpful but i dont know jass :/

You don't need to.

Just make a trigger and go to Edit > Convert to custom text. Then copy&paste the code there and replace the values as follows:

* unit u = the unit being knockbacked
* real d = the distance the unit is knockbacked to
* real a = the angle (direction of the knockback) in RADIANS
* real w = the duration of the knockback
* real r = the radius of tree destroying, but there's a new trick: if you put a negative number as the radius, the unit will stop knockbacking when it gets in that range of a tree and if you put a positive value, the unit will destroy trees when it gets in that range of a tree (if you don't want any of those, just put 0)
* integer t = type 0 means no effect (both s and p should be ""), type 1 means periodic effect (meaning you should put "" as the attachment point, parameter p), type 2 means a special effect attached on the unit and destroyed when the knockback is finished (this is where you use parameter p)
* string s = the path to the special effect you want to use (periodic), that effect will be destroyed immediatelly (you can put "" if you don't want a special effect)
* string p = used for type 2, it's the attachment point of the effect, "chest" is default (so if you put "", it will be "chest")

And give credit to Silvenon.
 
Level 14
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Jan 15, 2007
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Well you can also make that with gui MUI. But to make it in JASS would be really bet but whatever. I made a gui code here you got:

  • SlideStart
    • Events
      • Unit - A unit started the effect of a ability
    • Conditions
      • (Ability being cast) Equal To <Your ability>
    • Actions
      • Set Example_Size = (Example_Size + 1)
      • Set Example_Speed[Example_Size] = 15.00
      • Set Example_TempDistance[Example_Size] = 0.00
      • Set Example_Unit[Example_Size] = (Target unit of ability being cast)
      • Set Example_Angle[Example_Size] = (Facing of Example_Unit[Example_Size])
      • Set Example_Distance[Example_Size] = -500.00
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Conditions
          • (SlideMotion <gen> is on) Equal To False
        • 'THEN'-Actions
          • Trigger - Turn on SlideMotion <gen>
        • 'ELSE'-Actions
SlideMotion should at the start of the map disabled.
  • SlideMotion
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to Example_Size, do (Actions)
        • Loops - Actions
          • Set Example_TempDistance[(Integer A)] = (Example_TempDistance[(Integer A)] - Example_Speed[(Integer A)])
          • Set Example_Loc = (Position of Example_Unit[(Integer A)])
          • Set Example_Loc2 = (Example_Loc offset by Example_Speed[(Integer A)] towards (Example_Angle[(Integer A)] - 180.00) degrees)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Conditions
              • (Terrain pathing at Example_Loc2 of type Walkable is off) Equal To False
            • 'THEN'-Actions
              • Unit - Move Example_Unit[(Integer A)] instantly to Example_Loc2, facing Example_Angle[(Integer A)] degrees
            • 'ELSE'-Actions
          • Custom script: call RemoveLocation(udg_Example_Loc)
          • Custom script: call RemoveLocation(udg_Example_Loc2)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Conditions
              • Example_TempDistance[(Integer A)] Smaller Then Example_Distance[(Integer A)]
            • 'THEN'-Actions
              • Custom script: set udg_Example_Unit[bj_forLoopAIndex]=null
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Conditions
                  • (Integer A) Unequal To Example_Size
                • 'THEN'-Actions
                  • Set Example_Angle[(Integer A)] = Example_Angle[Example_Size]
                  • Set Example_Distance[(Integer A)] = Example_Distance[Example_Size]
                  • Set Example_Speed[(Integer A)] = Example_Speed[Example_Size]
                  • Set Example_TempDistance[(Integer A)] = Example_TempDistance[Example_Size]
                  • Set Example_Unit[(Integer A)] = Example_Unit[Example_Size]
                • 'ELSE'-Actions
              • Set Example_Size = (Example_Size - 1)
            • 'ELSE'-Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Conditions
          • Example_Size Equal To 0
        • 'THEN'-Actions
          • Trigger - Turn off (This trigger)
        • 'ELSE'-Actions
Well if you want you can also nullify the locations its your choice I was to lazy. In this example the targeted unit will be sliding a distance of 500 backward. You need following variables:
- Angle,Speed,TempDistance,Distance all arrays of type real
- Loc,Loc2 of type location
- Size of type integer
- Unit array of type unit

Maybe this will help you.

Edit: Of course the backward distance 500 is not constant you can change it everytime. Just change the values.
 
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