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Shock Charge

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Basically it's a spell that could be used as some kind of charge.should be mui and leakless.mostly.

Keywords:
Electric,Shock,Charge,Run,Wolf,Escape,Climb
Contents

Just another Warcraft III map (Map)

Reviews
12th Dec 2015 IcemanBo: For long time as NeedsFix. Rejected. Bribe: It's not MUI nor leakless. Jmove_point never gets removed. Jcaster_point never gets removed. Jtarget_point never gets removed. When you do: Set Jcaster = (Triggering...

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12th Dec 2015
IcemanBo: For long time as NeedsFix. Rejected.

Bribe:

It's not MUI nor leakless.

Jmove_point never gets removed. Jcaster_point never gets removed. Jtarget_point never gets removed.

When you do: Set Jcaster = (Triggering unit), you should from that point on reference only Jcaster, not (Triggering unit). This will make the code run more quickly in-game.

This needs some amount of attention to make it better.
 
Level 10
Joined
Apr 25, 2009
Messages
296
Post trigger, more description.

should be mui and leakless.mostly.
It can't be mostly MUI, so I hope thats directed to leakless.

Use [ TRIGGER][ /TRIGGER] and copy as text on triggers in between the tags to post triggers...

You leak quite a bit, its not MUI. Please refer to the tutorials. I'll leave a 2/5 until updated.
 

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Level 20
Joined
Jul 12, 2010
Messages
1,717
well the idea is good but there are some things that you should notice...
-i don't see any use for the dummy so remove it
-you leak some points
-not mui
-dummies have shadows
-dummies are not being removed

here is how the loop trigger should be:
  • Jumploop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Distance between Jcaster_point and Jtarget_point) Greater than 0.00
        • Then - Actions
          • Set Jmove_point = (Jmove_point offset by 40.00 towards (Angle from Jmove_point to Jtarget_point) degrees)
          • Unit - Move Jcaster instantly to Jmove_point
          • Special Effect - Create a special effect attached to the origin of Jcaster using war3mapImported\Stormshock.mdx
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation(udg_Jmove_point)
        • Else - Actions
          • Trigger - Turn off Jumploop <gen>
          • Unit - Turn collision for Jcaster On
ill give you a 3/5 for now...fix it and it will deserve a 5/5 :thumbs_up:
 
Nice idea :)
Unfortunately, this spell leaks, and it isn't MUI
Use an indexing system to make it MUI.
Also, don't forget to Recycle your indexes since the limit is 8192.
I recommend using a DIR system (Dynamic Index Recycling System)

For now, i'd give it a 2/5
Good Job! You didn't get a 1/5 like all the other losers ;)
No offense guys :|
I can help you if you want by the way :)
Just ask :) ( in a rep post ;D ) jk jk
 
You should make all your variables (except for the constant ones) arrays.
Create an integer variable and call it index.

Sorry i have no time to continue, but i can give you an example of a spell that recycles indexes.

One minute...

EDIT: http://www.hiveworkshop.com/forums/spells-569/omnislash-v1-30b-161947/
Look at how he indexed all the variables and recycled the index. Index recycling in this case also functions at the end of his loop trigger.
 
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