• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Razor's Plasma Field

Status
Not open for further replies.

Rheiko

Spell Reviewer
Level 27
Joined
Aug 27, 2013
Messages
4,220
Hey Guys,

I'm not sure whether you guys are still alive or not, but could you guys help me make a Spell? the Idea is something like Razor's Plasma Field but this is not a full circle, Just Half of it.

I think it will need Hashtable. I don't know how to make the spell and use hashtable (well, a little experience about hashtable).
if you guys would be kind enough to help me, i'll be really grateful

HelpMeplease_zps29a7db48.jpg
 
Semi Circle:
location a = Target point of ability
location p = Position of caster
real r = angle from p to a
For Integer X from 1 to 5,
set location b = a offest by 100 towards ((r - 250) + (X * 100)) degrees
Apply spinnig blade from loc a to loc b
remove leaks

The point of that, since there are five blades, you add two and one half(250) of the angle difference per blade(100).
 
I'm not sure whether you guys are still alive or not
Wait what? Alive? I mean, no offense, but frankly we are active everyday and you're dead. :(
I mean, you created the group and you don't post like everyday. That's sad.We used to be many, Daffa and the other used to accompany us.

And when BotL started, the daily members were only me, Malhorne, chobibro, Jad, and Paliouras. What happened?
 
Level 7
Joined
Jun 21, 2011
Messages
674
My 1 RAM module just suicided and I couldn't boot my pc till I realized that my RAM could be the problem(Thanks god it is the 1gb one and not the 2gb one)
 
Level 7
Joined
Jun 21, 2011
Messages
674
Mine had a problem with the LAN cable that i had it replaced and my fans never shutdown unless i turn off the power supply.Oh look another off topic :p
 

Rheiko

Spell Reviewer
Level 27
Joined
Aug 27, 2013
Messages
4,220
Wait what? Alive? I mean, no offense, but frankly we are active everyday and you're dead. :(
ahaha, it's a joke =P
well, when i visit the group.. no new post.. so i thought no one check the group :v
i'm busy with IRL :3

@Rheiko : if you didn't manage to do your spell I might do it in vJASS if you want
Sure thing!!!
but i also want the GUI version though :3
 
well, when i visit the group.. no new post.. so i thought no one check the group :v
Well, that happens everytime to me too, the threads are always not bold(meaning no new posts, but someone actually posted).

Oh, you also have to offset the blades from the caster to achieve that movement.
 

Rheiko

Spell Reviewer
Level 27
Joined
Aug 27, 2013
Messages
4,220

  • BF Configuration
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set BF_Ability = Blazing Flame
      • Set BF_DummyType = FlameDummy
      • Set BF_Damage[1] = 150.00
      • Set BF_Damage[2] = 225.00
      • Set BF_Damage[3] = 300.00
      • Set BF_AoE[1] = 125.00
      • Set BF_AoE[2] = 125.00
      • Set BF_AoE[3] = 125.00
      • Set BF_Number[1] = 5
      • Set BF_Number[2] = 5
      • Set BF_Number[3] = 5
      • Set BF_MaxRange[1] = 1000.00
      • Set BF_MaxRange[2] = 1000.00
      • Set BF_MaxRange[3] = 1000.00
      • Set BF_DestroyTree = True
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BF_DestroyTree Equal to True
        • Then - Actions
          • Set TempPoint = (Center of (Playable map area))
          • Unit - Create 1 Peasant for Neutral Passive at TempPoint facing Default building facing degrees
          • Set BF_TreeDestroyer = (Last created unit)
          • Unit - Hide BF_TreeDestroyer
          • Custom script: call RemoveLocation(udg_TempPoint)
        • Else - Actions
  • Blazing Flame
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to BF_Ability
    • Actions
      • Set BF_Max_Index = (BF_Max_Index + 1)
      • Set BF_Owner[BF_Max_Index] = (Triggering player)
      • Set BF_Caster[BF_Max_Index] = (Triggering unit)
      • Set BF_Level[BF_Max_Index] = (Level of BF_Ability for BF_Caster[BF_Max_Index])
      • Set TempPoint = (Position of BF_Caster[BF_Max_Index])
      • Set TempPoint2 = (Target point of ability being cast)
      • Set BF_Angle = (Angle from TempPoint to TempPoint2)
      • Custom script: set udg_BF_DummyGroup[udg_BF_Max_Index] = CreateGroup()
      • Custom script: set udg_BF_UnDamageGroup[udg_BF_Max_Index] = CreateGroup()
      • For each (Integer BF_Integer) from 1 to BF_Number[BF_Level[BF_Max_Index]], do (Actions)
        • Loop - Actions
          • Set BF_Angle2 = ((BF_Angle - (((Real(BF_Number[BF_Level[BF_Max_Index]])) x 100.00) / 2.00)) + ((Real(BF_Integer)) x 100.00))
          • Set TempPoint3 = (TempPoint offset by 100.00 towards BF_Angle2 degrees)
          • Unit - Create 1 FlameDummy for BF_Owner[BF_Max_Index] at TempPoint3 facing BF_Angle2 degrees
          • Set Dummy = (Last created unit)
          • Unit - Add a ((BF_MaxRange[BF_Level[BF_Max_Index]] x 0.03) x 0.03) second Generic expiration timer to Dummy
          • Unit Group - Add Dummy to BF_DummyGroup[BF_Max_Index]
          • Custom script: call RemoveLocation(udg_TempPoint3)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BF_Max_Index Equal to 1
        • Then - Actions
          • Trigger - Turn on BF Loop <gen>
        • Else - Actions
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call RemoveLocation(udg_TempPoint2)
  • BF Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer BF_Current_Index) from 1 to BF_Max_Index, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in BF_DummyGroup[BF_Current_Index] and do (Actions)
            • Loop - Actions
              • Set Dummy = (Picked unit)
              • Set TempPoint = (Position of Dummy)
              • Set TempPoint2 = (TempPoint offset by (BF_MaxRange[BF_Level[BF_Current_Index]] x 0.03) towards (Facing of Dummy) degrees)
              • Unit - Move Dummy instantly to TempPoint2
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in (Units within BF_AoE[BF_Level[BF_Current_Index]] of TempPoint) and do (Actions)
                • Loop - Actions
                  • Set TempUnit = (Picked unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (TempUnit is in BF_UnDamageGroup[BF_Current_Index]) Equal to True
                      • (TempUnit is alive) Equal to True
                      • (TempUnit belongs to an enemy of BF_Owner[BF_Current_Index]) Equal to True
                      • (TempUnit is A structure) Equal to False
                    • Then - Actions
                      • Unit - Cause BF_Caster[BF_Current_Index] to damage TempUnit, dealing BF_Damage[BF_Level[BF_Current_Index]] damage of attack type Spells and damage type Normal
                      • Unit Group - Add TempUnit to BF_UnDamageGroup[BF_Current_Index]
                    • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BF_DestroyTree Equal to True
                • Then - Actions
                  • Set TempDest = (Picked destructible)
                  • Unit - Order BF_TreeDestroyer to Harvest TempDest
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Current order of BF_TreeDestroyer) Equal to (Order(harvest))
                    • Then - Actions
                      • Destructible - Kill TempDest
                    • Else - Actions
                  • Unit - Order BF_TreeDestroyer to Stop
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Dummy is dead) Equal to True
                • Then - Actions
                  • Set BF_Caster[BF_Current_Index] = BF_Caster[BF_Max_Index]
                  • Set BF_Caster[BF_Max_Index] = No unit
                  • Set BF_DummyGroup[BF_Current_Index] = BF_DummyGroup[BF_Max_Index]
                  • Set BF_UnDamageGroup[BF_Current_Index] = BF_UnDamageGroup[BF_Max_Index]
                  • Set BF_Level[BF_Current_Index] = BF_Level[BF_Max_Index]
                  • Set BF_Level[BF_Max_Index] = 0
                  • Set BF_Owner[BF_Current_Index] = BF_Owner[BF_Max_Index]
                  • Set BF_Current_Index = (BF_Current_Index - 1)
                  • Set BF_Max_Index = (BF_Max_Index - 1)
                  • Custom script: call DestroyGroup(udg_BF_DummyGroup[udg_BF_Max_Index])
                  • Custom script: call DestroyGroup(udg_BF_UnDamageGroup[udg_BF_Max_Index])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BF_Max_Index Equal to 0
                    • Then - Actions
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                • Else - Actions


here's the demo map - http://www.hiveworkshop.com/forums/pastebin.php?id=rkv5ta
Don't make it by yourself but instead help me to make it, because i want to upload it to hive later :3

Edit:
And i think i make a mistake, because.... they don't move properly T^T
 
Status
Not open for further replies.
Top