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RMX GUI MUI Spellpack V.2

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This spellpack contain 6 GUI MUI Spells that r leakless and lagless.

Try the spell Pack to see what the spells do coz they have huge explenation insinde.

RMX Production..

Keywords:
Knockback , Blade , Cut , Travel , Teleport , Invivsibilitie , RMX , Ext...
Contents

River Rush (Map)

Reviews
19:57, 20th Sep 2009 The_Reborn_Devil: The triggering is really nice, but there was a little bug with Siphon Blade. If you hit a unit again before it has finished the knockback the next knockback gets screwed. The tooltips could get a little...

Moderator

M

Moderator

19:57, 20th Sep 2009
The_Reborn_Devil:

The triggering is really nice, but there was a little bug with Siphon Blade. If you hit a unit again before it has finished the knockback the next knockback gets screwed.
The tooltips could get a little better, otherwise the rest is good.

PM me when you have fixed the bug.
 
Level 2
Joined
Jan 28, 2008
Messages
3
Your spells are MUI and simple... I also using that method somehow by locating caster[1] and caster [2] and so on... nice but add more effects.
 
Level 15
Joined
Jul 9, 2008
Messages
1,552
nice work on the skills +rep:thumbs_up:

um is it ok if i use the wind strike skill from it

its like omnislash and its perfect for me because its gui MUI

then with this all ill have to do is eddit the effect so its like omnislash



P.S::sad:srry but i already tryed to copy the spell.. in the trigger says somtihng like do what u want with it

but when i tryed to import the variabals then copy past the trigger i get a erra

i dunno if i got all the varables for the spell .....heres the variables i used

variables:
Slashers-unit group
SlashLevel-integer(array)
SlashP-point(array)
Slashed-unit goup(array)
Time3-integer
XSlash-integer(array)
XUnit-unit(array)
Hero3-unit(array)
Loop3-integer(array)
Special-special effect(array)
 
Level 19
Joined
Feb 4, 2009
Messages
1,313
very nice spells but this:

  • Destructible - Pick every destructible within 150.00 of SplitP[1] and do (Actions)
    • Loop - Actions
      • Destructible - Kill (Picked destructible)
destroys ALL destructibles...even bridges

there is a way to check if a destructible is a tree
move some worker to the tree and issue the worker to harvest
if the order does not change to stop the destructible is a tree

5/5 +rep

edit:
made some testmap (the JASS version is not perfect cause my knowledge about JASS is negligible small)
JASS:
function IsTree takes nothing returns boolean
    local boolean b
    if GetWidgetLife(GetFilterDestructable()) <= 0 then
        return false
    endif
    call SetUnitX(udg_harvester, GetWidgetX(GetFilterDestructable()))
    call SetUnitY(udg_harvester, GetWidgetY(GetFilterDestructable()))
    set b = IssueTargetOrder(udg_harvester, "harvest", GetFilterDestructable())
    call IssueImmediateOrder(udg_harvester, "stop")
    return b
endfunction

function KillTree takes nothing returns nothing
    call KillDestructable(GetFilterDestructable())
endfunction

function KillTreesInRect takes real range, real x, real y returns nothing
    local rect r = Rect( x - range, y - range, x + range, y + range )
    local boolexpr it = Condition(function IsTree)
    call EnumDestructablesInRect(r, it, function KillTree)
    call DestroyBoolExpr(it)
    set r = null
    set it = null
endfunction
edit2:
converted it to GUI
  • KillTrees
    • Events
      • Player - Player 1 (Red) skips a cinematic sequence
    • Conditions
    • Actions
      • Set loc = (Position of Peasant 0001 <gen>)
      • Destructible - Pick every destructible within 256.00 of loc and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked destructible) is alive) Equal to True
            • Then - Actions
              • Custom script: call SetUnitX(udg_harvester, GetWidgetX(GetEnumDestructable() ))
              • Custom script: call SetUnitY(udg_harvester, GetWidgetY(GetEnumDestructable() ))
              • Unit - Order harvester to Harvest (Picked destructible)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Current order of harvester) Equal to (Order(harvest))
                • Then - Actions
                  • Destructible - Kill (Picked destructible)
                • Else - Actions
              • Unit - Order harvester to Stop
            • Else - Actions
      • Custom script: call RemoveLocation( udg_loc )
 

Attachments

  • IsDestTree.w3x
    20.2 KB · Views: 58
Last edited:
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