You have greatly improved my signature.i dont use vJass, GUI or anything else.. so a need a trigger without using of them.
Vladadamm said:You don't need to buy anything (except WarcraftIII [with extension for make spells and some others things]) for map.
GUI (Graphic User Interface) is an interface of the JASS. All triggers are basically in GUI in the editor.
JASS (Just Another Scripting System) is just the coding language used by the World Editor; for acceed to the Jass, you need to convert a trigger into "Custom Script".
These 2 things are included in the World Editor and you don't need to download anything.
After, for use vJass which is an extension of the Jass, you need to use the JNPG which is free to download.
I learned myself alot in the wc3 editor. I dont want to repeat my self, but i dont use Gui, vJass.................
I can make many things. But there is something i jstu cant learn myself or can find answer for. So nothanks. I don't need more tutorials atm.
But if the windwhirl is something of the model, can u then explain or help me in any way, how to make unit turn around and make some cool stuff, make a cool earthcrake or anything who seems good and realistic in any ways?
PS: THIS map isnt just a "map", but a wonderfull warcraft 3 game "made from the inerst of my heart. I will not accept any error or failure..
function Trig_Regen_heal_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A001'
endfunction
function TimerLoop takes nothing returns nothing
local timer t=GetExpiredTimer()
local real i = udg_i
local real x = GetUnitX(udg_u) + 150 * Cos(i*10* 3.14158/180.0)
local real y = GetUnitY(udg_u) + 150 * Sin(i*10* 3.14158/180.0)
set udg_i = udg_i + 1
if (i-(i/10)*10) == 0 then
endif
call DisplayTextToForce( GetPlayersAll(), R2S(udg_i) )
if i==udg_d-50 then
call DestroyEffect (udg_f[0])
call DestroyEffect (udg_f[1])
call DestroyEffect (udg_f[2])
elseif i==udg_d then
call PauseTimer(t)
call DestroyTimer(t)
elseif i==1 then
set udg_f[0] = AddSpecialEffectTarget("SpinFX2.mdl", udg_u, "origin")
set udg_f[1] = AddSpecialEffectTarget("WrathFrostmourneV3.mdx", udg_u, "hand left")
set udg_f[2] = AddSpecialEffectTarget("WrathFrostmourneV3.mdx", udg_u, "hand right")
set udg_dummy = CreateUnit (GetOwningPlayer(udg_u), 'o000', x, y, 0)
endif
//call SetUnitFacing (udg_u, i)
//call SetUnitPosition( udg_dummy, x, y )
//call SetUnitLookAt( udg_u, "bone_chest", udg_dummy, 0, 0, 90 )
set t=null
endfunction
function Trig_Regen_heal_Actions takes nothing returns nothing
local boolean b = false
local unit u = GetTriggerUnit()
local real dmg = GetUnitAbilityLevel(u, 'A001') + 400
local player p = GetTriggerPlayer()
local integer dur = 10000
local timer t = CreateTimer()
set udg_u = u
set udg_d = dur
call TimerStart(t, 0.01, true, function TimerLoop)
call DisplayTextToForce( GetPlayersAll(), "k" )
//call SetUnitTimeScale(u, 1)
set p = null
set t = null
set u = null
endfunction
//===========================================================================
function InitTrig_Bladestorm takes nothing returns nothing
set gg_trg_Bladestorm = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Bladestorm, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Bladestorm, Condition( function Trig_Regen_heal_Conditions ) )
call TriggerAddAction( gg_trg_Bladestorm, function Trig_Regen_heal_Actions )
endfunction
- Melee Initialization
- Events
- Time - Elapsed game time is 5.00 seconds
- Actions
- Unit - Make Footman 0002 <gen> Invulnerable
- Set angle = 0.00
- Set radius = 400.00
- Animation - Add the ready animation tag to Paladin 0000 <gen>
- Unit - Pause Paladin 0000 <gen>
- Animation - Change Paladin 0000 <gen> blend time to 0.14
- Trigger - Turn on Untitled Trigger 001 <gen>
NOTE: the map is attached. Pausing the hero can be omitted, it looks fine even while it's walking. You should not let the hero come close to map border, because the footman cannot be placed there. Initially Untitled Trigger 001 is disabled.
- Untitled Trigger 001
- Events
- Time - Every 0.15 seconds of game time
- Actions
- Set loc2 = Position of Paladin 0000 <gen>
- Set loc = loc2 offset by radius towards angle degrees
- call RemoveLocation(udg_loc2)
- Unit - Move Footman 0002 <gen> instantly to loc
- call RemoveLocation(udg_loc)
- Set angle = angle+80.00
- Animation - Lock Paladin 0000 <gen>'s Chest to face Footman 0002 <gen>, offset by (0.00,0.00,70.00)
I've got a better thing.
- Melee Initialization
- Events
- Time - Elapsed game time is 5.00 seconds
- Actions
- Unit - Make Footman 0002 <gen> Invulnerable
- Set angle = 0.00
- Set radius = 100.00
- Animation - Add the ready animation tag to Paladin 0000 <gen>
- Unit - Pause Paladin 0000 <gen>
- Set loc2 = Position of Paladin 0000 <gen>
- Set loc = loc2 offset by radius towards angle degrees
- call RemoveLocation(udg_loc2)
- Unit - Move Footman 0002 <gen> instantly to loc
- call RemoveLocation(udg_loc)
- Animation - Make Paladin 0000 <gen>'s Chest face Footman 0002 <gen>, offset by (0.00,0.00,70.00)
- Set angle = angle+10
- Trigger - Turn on Untitled Trigger 001 <gen>
As for villager you can play it's attack animation for some time, then freeze its animation by setting animation speed to 0, that will leave him with his arm stretched.
- Untitled Trigger 001
- Events
- Time - Every 0.10 seconds of game time
- Actions
- Set loc2 = Position of Paladin 0000 <gen>
- Set loc = loc2 offset by radius towards angle degrees
- call RemoveLocation(udg_loc2)
- Unit - Order Footman 0002 <gen> to Move To loc
- call RemoveLocation(udg_loc)
- Set angle = angle+40.00
NOTE: Footman has collision size 0, speed 522, movement type NONE.
How to make unit turning around like blademaster does when he using ultimate?
(The unit who turns around isn't blademaster in my orpg map)
and
i dont use vJass, GUI or anything else.. so a need a trigger without using of them.
kkots said:You can't rotate the unit as fast as you need for a bladestorm.
i remember something about using an invisible cyclone effect to rotate the unit quickly
We've forgot that the help requester doesn't know anything about coding. So let's make him a trigger which he will copy-paste using our simple instructions. And have it specify what unit he wants to spin and after casting what ability.
You have greatly improved my signature.
You guys are idiots WTF the unit is unable to move and it stand in its position rename itself and lose the items and the leveled spells and the level u so idiots omg u cant even make idiotic spell like that? DUDES!!! that was the most idiotic map post ever! i gonna make something more funny! comming soon (today!)
You guys are idiots WTF the unit is unable to move and it stand in its position rename itself and lose the items and the leveled spells and the level u so idiots omg u cant even make idiotic spell like that? DUDES!!! that was the most idiotic map post ever! i gonna make something more funny! comming soon (today!)
Please, read your signature : Respect Others Members
It's still movable, you can still keep the items, etc... if you do it with triggers.
Y, but they did what tobi was looking for, nothing more and nothing less.
Im sorry its the first time I couldn't help myself, it was very distrubing to see telented map makers make maps like this and then post them, so I saw it and couldn't keep cool, ya know?
Lior the map maker is Proud To Publish:
- Blades Storm -
Did u ever asked yourself how will it look like if bladestorm animation was allowed to any model on warcraft?
Did u get sick to watch the same Blademaster using cool animations over and over and over again?
Did you ever feel upset when you saw post of maps that looks silly and cause countless bugs?
NOW ITS THE TIME WHEN YOUR DREAM COMES TRUE!!!!
Enjoy, dont give credit I dont need it.
Spin forward over the 8 following seconds. damaging enemies who stray too near each second.
Level 1 - 100 damage per second.
Level 2 - 180 damage per second.
Level 3 - 260 damage per second.
Level 4 - 340 damage per second.
Notes:
1) based on channeling spell so it can be "target location" instead.
2) the hero will move forward at speed that you choose as map maker
3) the hero must be single unit, so no 2 heroes that can use this abilities can be at the same time.
4) The hero might get off cliffs if u give him too much speed , so making this on hero that can't blink could show a problam.
5) the spell can be improved more: check if the next ground is walkable and reduce the chance of stuck, also, it can be done that more than just the hero could use that ability, but that is to be done by better map makers than me, im not THAT good.
Check it out!
Hmm... lol ?
This one don't make you able to move where you want, is not MUI, isn't very efficient, and doesn't have a blademaster's spinning-like effect.
And if you read the messages, i haven't participated to this thread, i just explained to tobi what was gui, jass and vjass.
Can't be fixed with arrows. Arrows aren't precise for moving. And since when you move with Arrows in Bladestorm ?"cant move where you want to" -> can be fixed with arrows check.
" doesn't have a blademaster's spinning-like effect." - it attached to his model, cyclone doesnt add kigabytes.
"not very efficient" well it true that bladestorm give you spell immunity , but this can be fixed via the using of AVATAR as base skill.
"And if you read the messages, i haven't participated to this thread, i just explained to tobi what was gui, jass and vjass." This is where you wrong! you havent saw the map which make the hero change his nickname every -0.01 seconds and lose his leveled spells, creating so many bugs I can't even mantion.
Ok now try think of it : the blademaster new walk with arrow keys as set movement and a bit faster move that dont go off cliffs , now isn't that much betteR?
NOTE:
"rotating villager would see, well u have to immagine it" check ver 0.02
I have the right to don't help someone... We have a life, we are not here to help everyone, and we aren't pay for that. We are benevolates, not employees, don't forget this.
I play, i make games (and maps), i'm kid since i don't have 18years old and i don't give credits to the site because it's not the site who give us everything, but the community. So, credits goes to the community.1) The people who play and make games are kids and as far as I know, children don't give credit help to this site
Pretty sure the threadstarter raged after the first page... just sayin'