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Rocket Spellpack 1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Rocket Spellpack
thanks for model WILL THE ALMIGHTY


  • Rocket Explosion
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Rocket Explosion
    • Actions
      • Set RocketExplosionUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
      • Set RocketExplosionDamage = (((0.20 x (Real((Level of Rocket Explosion for (Triggering unit))))) + 0.40) x (Real((Intelligence of (Triggering unit) (Include bonuses)))))
      • Set RocketExplosionReal = 0.00
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set RocketExplosionPoint[1] = (Position of (Triggering unit))
          • Set RocketExplosionPoint[2] = (RocketExplosionPoint[1] offset by 10.00 towards RocketExplosionReal degrees)
          • Unit - Create 1 Rocket Explosion Dummy for (Owner of (Triggering unit)) at RocketExplosionPoint[2] facing RocketExplosionReal degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit Group - Add (Last created unit) to RocketExplosion
          • Unit - Set the custom value of (Last created unit) to (Integer(RocketExplosionDamage))
          • Set RocketExplosionReal = (RocketExplosionReal + 30.00)
          • Custom script: call RemoveLocation (udg_RocketExplosionPoint[1])
          • Custom script: call RemoveLocation (udg_RocketExplosionPoint[2])
      • Trigger - Turn on Rocket Explosion loop <gen>
  • Rocket Explosion loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in RocketExplosion and do (Actions)
        • Loop - Actions
          • Set RocketExplosionPoint[1] = (Position of (Picked unit))
          • Set RocketExplosionPoint[2] = (RocketExplosionPoint[1] offset by 8.00 towards (Facing of (Picked unit)) degrees)
          • Unit - Move (Picked unit) instantly to RocketExplosionPoint[2]
          • Custom script: call RemoveLocation (udg_RocketExplosionPoint[1])
          • Custom script: call RemoveLocation (udg_RocketExplosionPoint[2])

  • Rocket Explosion dummy
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Rocket Explosion Dummy
    • Actions
      • Set RocketExplosionPoint[1] = (Position of (Triggering unit))
      • Special Effect - Create a special effect at RocketExplosionPoint[1] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 400.00 of RocketExplosionPoint[1] matching (((Triggering unit) belongs to an enemy of (Owner of (Matching unit))) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Cause RocketExplosionUnit[(Player number of (Owner of (Triggering unit)))] to damage (Picked unit), dealing (Real((Custom value of (Triggering unit)))) damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation (udg_RocketExplosionPoint[1])




  • Rocket Rain
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Rocket Rain
    • Actions
      • Set RocketRainUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
      • Set RocketRainDamage = (((0.08 x (Real((Level of Rocket Rain for (Triggering unit))))) + 0.20) x (Real((Intelligence of (Triggering unit) (Include bonuses)))))
      • Set RocketRainpoint = (Target point of ability being cast)
      • Set RocketRainNumber = 20
      • For each (Integer A) from 1 to RocketRainNumber, do (Actions)
        • Loop - Actions
          • Set RocketRainPoint = (RocketRainpoint offset by (Random real number between 100.00 and 400.00) towards (Random angle) degrees)
          • Unit - Create 1 Rocket Rain Dummy for (Owner of (Triggering unit)) at RocketRainPoint facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Add Crow Form to (Last created unit)
          • Unit - Remove Crow Form from (Last created unit)
          • Animation - Change (Last created unit) flying height to 0.00 at 1000.00
          • Unit - Set the custom value of (Last created unit) to (Integer(RocketRainDamage))
          • Custom script: call RemoveLocation (udg_RocketRainPoint)
      • Custom script: call RemoveLocation (udg_RocketRainpoint)



  • Rocket Rain dummy
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Rocket Rain Dummy
    • Actions
      • Set RocketRainPoint = (Position of (Triggering unit))
      • Special Effect - Create a special effect at RocketRainPoint using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 400.00 of RocketRainPoint matching (((Triggering unit) belongs to an enemy of (Owner of (Matching unit))) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Cause RocketRainUnit[(Player number of (Owner of (Triggering unit)))] to damage (Picked unit), dealing (Real((Custom value of (Triggering unit)))) damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation (udg_RocketRainPoint)


  • Bing Bang
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Big Bang
    • Actions
      • Set BingBangUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
      • Set BingBangPoint = (Target point of ability being cast)
      • Set BingBangDamage = (((3.60 x (Real((Level of Big Bang for (Triggering unit))))) + 14.20) x (Real((Intelligence of (Triggering unit) (Include bonuses)))))
      • Unit - Create 1 Big Bang Dummy for (Owner of (Triggering unit)) at BingBangPoint facing Default building facing degrees
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Animation - Change (Last created unit) flying height to 0.00 at 1000.00
      • Unit - Set the custom value of (Last created unit) to (Integer(BingBangDamage))
      • Custom script: call RemoveLocation (udg_BingBangPoint)

  • Bing Bang Dummy
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Big Bang Dummy
    • Actions
      • Set BingBangPoint = (Position of (Triggering unit))
      • Unit - Create 1 Bin bang Dummy 2 for (Owner of (Triggering unit)) at BingBangPoint facing Default building facing degrees
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 600.00 of BingBangPoint matching (((Triggering unit) belongs to an enemy of (Owner of (Matching unit))) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Cause BingBangUnit[(Player number of (Owner of (Triggering unit)))] to damage (Picked unit), dealing (Real((Custom value of (Triggering unit)))) damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation (udg_BingBangPoint)


Keywords:
Rocket,Tinker,Spellpack
Contents

Just another Warcraft III map (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. 16:22, 16th Jul 2012 Maker: Spells must be MUI, yours are only MPI. If two or more units of the same player cast it, the spells won't work.

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.

16:22, 16th Jul 2012
Maker: Spells must be MUI, yours are only MPI.

If two or more units of the same player cast it, the spells won't work.
 
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