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[Trigger] Spell Gui/Mui Broke

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Feb 20, 2008
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Spell Gui/Mui Mui? Lag o_O

I was translating a spell called tsukiomi of itachi uchiha (in naruto)
The spell creating 2 dummy unit that give an effect on sharingan on ground
than a cross appear behind the unit

the loop is used to create 1 unit that is attacking in a random region (300,300) near the caster

The reason i didnt use mui its because i use jngp and somehow i cant edit hashtable ,and when i tryed in normal we its crash >.>

the problem : the loop is glitch and doesnt seem to work + im not sure its 100% mui

Edit 2: After lot testing, i succeed to make trigger work...good with lag and im not sure if its really Mui

does it mui now and will it still mui ?

  • Tsukuyomii
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Tsukuyomi
    • Actions
      • Set Xitachi[XCount] = (Triggering unit)
      • Set Xitachi2[XCount] = (Target unit of ability being cast)
      • Set Xpoint[XCount] = (Position of Xitachi2[XCount])
      • Set Xangle[XCount] = (Facing of (Target unit of ability being cast))
      • Set XTgroup[XCount] = (Units of type Dummy Tsukiomi)
      • Set XTgroup2[XCount] = (Units of type Dummy freaking mangekyou)
      • Set XTgroup3[XCount] = (Units of type Dummy mangekyou)
      • Set Xreal[XCount] = (0.25 x ((Real((Level of (Ability being cast) for Xitachi[XCount]))) x ((Real((Strength of Xitachi[XCount] (Exclude bonuses)))) + 150.00)))
      • Set Xpoint2[XCount] = (Random point in (Region centered at Xpoint[XCount] with size (300.00, 300.00)))
      • Cinematic - Fade in over 4.00 seconds using texture Haze Filter and color (100.00%, 25.00%, 25.00%) with 0.00% transparency
      • Unit - Create 1 Dummy freaking mangekyou for Neutral Passive at Xpoint[XCount] facing Default building facing degrees
      • Set Xitachi4[XCount] = (Last created unit)
      • Unit - Add a 3.00 second Generic expiration timer to Xitachi4[XCount]
      • Unit Group - Add Xitachi4[XCount] to XTgroup2[XCount]
      • Unit - Create 1 Dummy mangekyou for Neutral Passive at Xpoint[XCount] facing Default building facing degrees
      • Set Xitachi5[XCount] = (Last created unit)
      • Unit - Add a 3.00 second Generic expiration timer to Xitachi5[XCount]
      • Unit Group - Add Xitachi5[XCount] to XTgroup3[XCount]
      • Set Tak[XCount] = 40
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • XCount Equal to 0
        • Then - Actions
          • Countdown Timer - Start Xtimer as a Repeating timer that will expire in 0.25 seconds
        • Else - Actions
      • Set XCount = (XCount + 1)
  • Tsukuyomii Loop
    • Events
      • Time - Xtimer expires
    • Conditions
    • Actions
      • Game - Display to (All players) the text: LOOP
      • For each (Integer A) from 0 to (XCount - 1), do (Actions)
        • Loop - Actions
          • Set Xpoint2[(Integer A)] = (Random point in (Region centered at Xpoint[(Integer A)] with size (300.00, 300.00)))
          • Animation - Play Xitachi2[(Integer A)]'s death animation
          • Unit - Create 1 Dummy Tsukiomi for (Owner of Xitachi[(Integer A)]) at Xpoint2[(Integer A)] facing Xangle[(Integer A)] degrees
          • Set Xitachi3[(Integer A)] = (Last created unit)
          • Unit - Add a 0.24 second Generic expiration timer to Xitachi3[(Integer A)]
          • Animation - Change Xitachi3[(Integer A)]'s animation speed to 250.00% of its original speed
          • Animation - Change Xitachi3[(Integer A)]'s vertex coloring to (100.00%, 25.00%, 25.00%) with 60.00% transparency
          • Animation - Play Xitachi3[(Integer A)]'s attack animation
          • Special Effect - Create a special effect attached to the chest of Xitachi2[(Integer A)] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Cause Xitachi3[(Integer A)] to damage Xitachi2[(Integer A)], dealing Xreal[(Integer A)] damage of attack type Spells and damage type Normal
          • Custom script: call RemoveLocation (udg_Xpoint2[GetForLoopIndexA()])
          • Set Random = (Random integer number between 1 and 4)
          • Set Tak[(Integer A)] = (Tak[(Integer A)] - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Tak[(Integer A)] equal to 0
            • Then - Actions
              • Game - Display to (All players) the text: LOOP2
              • Set XCount = (XCount - 1)
              • Set Tak[(Integer A)] = Tak[XCount]
              • Set Xpoint2[(Integer A)] = Xpoint2[XCount]
              • Unit Group - Pick every unit in XTgroup[XCount] and do (Unit - Remove (Picked unit) from the game)
              • Unit Group - Pick every unit in XTgroup2[XCount] and do (Unit - Remove (Picked unit) from the game)
              • Unit Group - Pick every unit in XTgroup3[XCount] and do (Unit - Remove (Picked unit) from the game)
              • Custom script: call RemoveLocation (udg_XPpoint[1])
              • Custom script: call RemoveLocation (udg_Xpoint2[GetForLoopIndexA()])
              • Custom script: call RemoveLocation(udg_Xpoint[udg_XCount])
              • Custom script: call DestroyGroup( udg_XTgroup[udg_XCount])
              • Custom script: call DestroyGroup( udg_XTgroup2[udg_XCount])
              • Custom script: call DestroyGroup( udg_XTgroup3[udg_XCount])
              • Countdown Timer - Pause XTimer
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Xitachi3[(Integer A)] is alive) Equal to True
            • Then - Actions
              • Wait 0.20 seconds
              • Unit - Remove Xitachi3[(Integer A)] from the game
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Random Equal to 1
            • Then - Actions
              • Sound - Play MetalHeavyChopFlesh1 <gen> at 80.00% volume, attached to Xitachi2[(Integer A)]
              • Set Random = 0
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Random Equal to 2
            • Then - Actions
              • Sound - Play MetalHeavyChopFlesh2 <gen> at 80.00% volume, attached to Xitachi2[(Integer A)]
              • Set Random = 0
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Random Equal to 3
            • Then - Actions
              • Sound - Play MetalHeavyChopFlesh3 <gen> at 80.00% volume, attached to Xitachi2[(Integer A)]
              • Set Random = 0
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Random Equal to 4
            • Then - Actions
              • Sound - Play MetalHeavySliceFlesh1 <gen> at 80.00% volume, attached to Xitachi2[(Integer A)]
              • Set Random = 0
            • Else - Actions
          • Custom script: call RemoveLocation(udg_PointItachi[2])
 
Last edited:
Level 10
Joined
Feb 20, 2008
Messages
448
i cant use hashtable in jngp, first some function cant be set and sec some function make we crash!!! i prefer mui thast why its stable

cant u show me exemple o_O

edit : loop work now but i theres some little, im not sure its fully mui and its will lag

i will add new code in first post....cant i have a pro advice ?, im not familiary with mui

edit : i updated the code, the loop seems to run good, but the unit created in the loop doesnt diseappear & the loop never turn off, like the timer never pause even if the tak become 0 what should i do ?.... should i make a 3rd trigger to make them destroy and end the spell and close the timer ?
 
Last edited:
Level 10
Joined
Feb 20, 2008
Messages
448
i did update with file u showed in topics ''patch 1.24 released''
but w/e for my problem ?
Problem : it is really mui ? and why does it lag o_O what can i do for ?

Final edit, : now i understand dir system problem fix we can close topic
 
Last edited:
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