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[Trigger] Some Dota Abilities

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Level 17
Joined
Apr 13, 2008
Messages
1,608
Oh my..
You could recreate some of them in GUI, but most of them should be done in JASS.
I suggest you to check the spells section, yeah, why would anyone check the spells section first. It's so unlogical, and I also suggest you to search thehelper because I remember a lot of Dota spell discussions going on there.
And.. I don't even want to know what are you going to use them for..
 
heres the meat hook(not my spell)
  • MH Cast
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Meat Hook
    • Actions
      • Set MH_Level = (Level of Meat Hook for (Triggering unit))
      • Set MH_Angle = (Angle from (Position of (Triggering unit)) to (Target point of ability being cast))
      • Set MH_Unit[1] = (Triggering unit)
      • Unit - Pause MH_Unit[1]
      • Trigger - Turn on MH Extend <gen>
  • MH Extend
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MH_Links Less than (10 + (12 x MH_Level))
        • Then - Actions
          • Set MH_Links = (MH_Links + 1)
          • Unit - Create 1 Meat Hook for (Owner of MH_Unit[1]) at ((Position of MH_Unit[1]) offset by (Real((40 x MH_Links))) towards MH_Angle degrees) facing MH_Angle degrees
          • Set MH_Link[MH_Links] = (Last created unit)
          • Unit - Turn collision for MH_Link[MH_Links] Off
          • Set Temp_Group = (Units within 115.00 of (Position of MH_Link[MH_Links]) matching (((Matching unit) is alive) Equal to True))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MH_Links Greater than 3
            • Then - Actions
              • Set MH_Unit[2] = (Random unit from Temp_Group)
              • Unit - Turn collision for MH_Unit[2] Off
              • Custom script: call DestroyGroup(udg_Temp_Group)
              • Custom script: set udg_Temp_Group = null
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (MH_Unit[2] belongs to an ally of (Owner of MH_Unit[1])) Equal to False
                  • (MH_Unit[2] is A ground unit) Equal to True
                  • (MH_Unit[2] is A structure) Equal to False
                • Then - Actions
                  • Unit - Cause MH_Unit[1] to damage MH_Unit[2], dealing (100.00 x (Real(MH_Level))) damage of attack type Chaos and damage type Normal
                • Else - Actions
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (MH_Unit[2] is A structure) Equal to False
              • (MH_Unit[2] is A ground unit) Equal to True
              • MH_Unit[2] Not equal to No unit
            • Then - Actions
              • Trigger - Turn on MH Retract <gen>
              • Trigger - Turn off (This trigger)
            • Else - Actions
        • Else - Actions
          • Trigger - Turn on MH Retract <gen>
          • Trigger - Turn off (This trigger)
  • MH Retract
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • Unit - Move MH_Unit[2] instantly to (Position of MH_Link[MH_Links])
      • Unit - Kill MH_Link[MH_Links]
      • Set MH_Links = (MH_Links - 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (MH_Unit[2] belongs to an ally of (Owner of MH_Unit[1])) Equal to False
          • (MH_Unit[2] is A ground unit) Equal to True
          • (MH_Unit[2] is A structure) Equal to False
        • Then - Actions
          • Unit - Cause MH_Unit[1] to damage MH_Unit[2], dealing (3.00 x (Real(MH_Level))) damage of attack type Chaos and damage type Normal
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MH_Links Equal to 0
        • Then - Actions
          • Unit - Unpause MH_Unit[1]
          • Unit - Turn collision for MH_Unit[2] On
          • Unit - Move MH_Unit[2] instantly to ((Position of MH_Unit[1]) offset by 128.00 towards MH_Angle degrees), facing (Facing of MH_Unit[2]) degrees
          • Custom script: set udg_MH_Unit[2] = null
          • Custom script: set udg_MH_Unit[1] = null
          • Trigger - Turn off (This trigger)
        • Else - Actions
 
Level 5
Joined
May 1, 2006
Messages
131
Never ask for rep! >:O

Usually if the person thinks its helpful they will +rep unless they are a dousche bag but i thought this was awesome, although im not gonna use it. but how did you figure that one out?
 
Level 5
Joined
May 1, 2006
Messages
131
So hes the one who replicated the Meat Hook.. Then he should be the one who gets the rep!
 
Level 12
Joined
Apr 27, 2008
Messages
1,228
Asking for rep sux.
But what if the one that was helped, appreciated it but doesn't know about rep :D
 
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