- Joined
- Nov 18, 2012
- Messages
- 272
[Solved] Trigger doesn't work.
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Acttual Jump
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Events
- Time - Every 0.02 seconds of game time
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- J_MaxInts Less than 1
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Then - Actions
- Set J_MaxInts = 1
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Else - Actions
- Do nothing
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If - Conditions
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For each (Integer J_Int) from 1 to J_MaxInts, do (Actions)
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Loop - Actions
- Set J_TimeEplased[J_Int] = (J_TimeEplased[J_Int] + (180.00 / (J_JumpDistance[J_Int] / (Current movement speed of J_JumpingUnit[J_Int]))))
- Cinematic - Clear the screen of text messages for (All players)
- Game - Display to (All players) for 3.00 seconds the text: (Name of J_JumpingUnit[J_Int])
- Game - Display to (All players) for 3.00 seconds the text: (String(J_Int))
- Game - Display to (All players) for 3.00 seconds the text: (String(J_TimeEplased[J_Int]))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- J_JumpLandingHeight[J_Int] Not equal to J_Default[J_Int]
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Then - Actions
- Game - Display to (All players) for 3.00 seconds the text: 0
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- J_TimeEplased[J_Int] Less than or equal to ((J_JumpTimer[J_Int] x 1.00) / 3.00)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- J_JumpLandingHeight[J_Int] Less than J_Default[J_Int]
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Then - Actions
- Set J_JumpHeight[J_Int] = (J_JumpHeight[J_Int] + ((J_JumpLandingHeight[J_Int] + 0.00) x (J_JumpTimer[J_Int] x 0.02)))
- Animation - Change J_JumpingUnit[J_Int] flying height to (J_Default[J_Int] + J_JumpHeight[J_Int]) at 10000.00
- Unit - Move J_JumpingUnit[J_Int] instantly to ((Position of J_JumpingUnit[J_Int]) offset by 0.00 towards J_JumpAngle[J_Int] degrees)
- Animation - Play J_JumpingUnit[J_Int]'s walk animation
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Else - Actions
- Set J_JumpHeight[J_Int] = ((Sin(J_TimeEplased[J_Int])) x 1.00)
- Unit - Move J_JumpingUnit[J_Int] instantly to ((Position of J_JumpingUnit[J_Int]) offset by (J_JumpDistance[J_Int] x (J_JumpTimer[J_Int] / 50.00)) towards J_JumpAngle[J_Int] degrees)
- Animation - Change J_JumpingUnit[J_Int] flying height to (J_Default[J_Int] + J_JumpHeight[J_Int]) at 10000.00
- Animation - Play J_JumpingUnit[J_Int]'s walk animation
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- J_TimeEplased[J_Int] Less than or equal to ((J_JumpTimer[J_Int] x 2.00) / 3.00)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- J_JumpLandingHeight[J_Int] Greater than J_Default[J_Int]
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Then - Actions
- Set J_JumpHeight[J_Int] = (J_JumpHeight[J_Int] + ((J_JumpLandingHeight[J_Int] + 0.00) x (J_JumpTimer[J_Int] x 0.02)))
- Animation - Change J_JumpingUnit[J_Int] flying height to (J_Default[J_Int] + J_JumpLandingHeight[J_Int]) at 10000.00
- Unit - Move J_JumpingUnit[J_Int] instantly to ((Position of J_JumpingUnit[J_Int]) offset by 0.00 towards J_JumpAngle[J_Int] degrees)
- Animation - Play J_JumpingUnit[J_Int]'s walk animation
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Else - Actions
- Set J_JumpHeight[J_Int] = ((Sin(J_TimeEplased[J_Int])) x 1.00)
- Unit - Move J_JumpingUnit[J_Int] instantly to ((Position of J_JumpingUnit[J_Int]) offset by (J_JumpDistance[J_Int] x (J_JumpTimer[J_Int] / 50.00)) towards J_JumpAngle[J_Int] degrees)
- Animation - Change J_JumpingUnit[J_Int] flying height to (J_Default[J_Int] + J_JumpHeight[J_Int]) at 10000.00
- Animation - Play J_JumpingUnit[J_Int]'s walk animation
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Else - Actions
- Do nothing
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Else - Actions
- Game - Display to (All players) for 3.00 seconds the text: 1
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- J_TimeEplased[J_Int] Less than or equal to ((J_JumpTimer[J_Int] x 1.00) / 2.00)
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Then - Actions
- Set J_JumpHeight[J_Int] = (J_JumpHeight[J_Int] + ((J_MaxJumpHeight[J_Int] + 0.00) x (J_JumpTimer[J_Int] x 0.02)))
- Animation - Change J_JumpingUnit[J_Int] flying height to (J_Default[J_Int] + J_JumpHeight[J_Int]) at 10000.00
- Unit - Move J_JumpingUnit[J_Int] instantly to ((Position of J_JumpingUnit[J_Int]) offset by (J_JumpDistance[J_Int] x (J_JumpTimer[J_Int] / 50.00)) towards J_JumpAngle[J_Int] degrees)
- Animation - Play J_JumpingUnit[J_Int]'s walk animation
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Else - Actions
- Set J_JumpHeight[J_Int] = (J_JumpHeight[J_Int] + ((J_MaxJumpHeight[J_Int] + 0.00) x (J_JumpTimer[J_Int] x 0.02)))
- Animation - Change J_JumpingUnit[J_Int] flying height to (J_Default[J_Int] + J_JumpHeight[J_Int]) at 10000.00
- Unit - Move J_JumpingUnit[J_Int] instantly to ((Position of J_JumpingUnit[J_Int]) offset by (J_JumpDistance[J_Int] x (J_JumpTimer[J_Int] / 50.00)) towards J_JumpAngle[J_Int] degrees)
- Animation - Play J_JumpingUnit[J_Int]'s walk animation
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If - Conditions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- J_TimeEplased[J_Int] Greater than ((J_JumpTimer[J_Int] x 1.00) / 1.00)
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Then - Actions
- Unit - Turn collision for J_JumpingUnit[J_Int] On
- Unit Group - Remove J_JumpingUnit[J_Int] from J_Jumpers
- Animation - Change J_JumpingUnit[J_Int] flying height to J_JumpLandingHeight[J_Int] at 10000.00
- Set J_JumpingUnit[J_Int] = No unit
- Game - Display to (All players) the text: Boop
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Else - Actions
- Do nothing
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- J_JumpingUnit[J_Int] Equal to No unit
- J_Int Equal to J_MaxInts
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Then - Actions
- Set J_MaxInts = (J_MaxInts - 1)
- Set J_JumpHeight[J_Int] = 0.00
- Set J_JumpingUnit[J_MaxInts] = No unit
- Set J_JumpLandingHeight[J_Int] = 0.00
- Set J_TimeEplased[J_Int] = 0.00
- Set J_MaxJumpHeight[J_Int] = 0.00
- Set J_Default[J_Int] = 0.00
- Set J_JumpAngle[J_Int] = 0.00
- Set J_JumpDistance[J_Int] = 0.00
- Set J_JumpPoint[J_MaxInts] = (R_Point offset by ((Current movement speed of (Picked unit)) / 1.00) towards J_JumpAngle[J_MaxInts] degrees)
- Custom script: call RemoveLocation (udg_J_JumpPoint[udg_J_Int])
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Else - Actions
- Do nothing
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If - Conditions
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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