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Trigger doesn't work.

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Level 7
Joined
Nov 18, 2012
Messages
272
[Solved] Trigger doesn't work.

  • Acttual Jump
    • 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
          • J_MaxInts Less than 1
        • Then - Actions
          • Set J_MaxInts = 1
        • Else - Actions
          • Do nothing
      • For each (Integer J_Int) from 1 to J_MaxInts, do (Actions)
        • 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]))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • J_JumpLandingHeight[J_Int] Not equal to J_Default[J_Int]
            • Then - Actions
              • Game - Display to (All players) for 3.00 seconds the text: 0
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • J_TimeEplased[J_Int] Less than or equal to ((J_JumpTimer[J_Int] x 1.00) / 3.00)
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • J_JumpLandingHeight[J_Int] Less than J_Default[J_Int]
                    • 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
                    • 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
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • J_TimeEplased[J_Int] Less than or equal to ((J_JumpTimer[J_Int] x 2.00) / 3.00)
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • J_JumpLandingHeight[J_Int] Greater than J_Default[J_Int]
                        • 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
                        • 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
                    • Else - Actions
                      • Do nothing
            • Else - Actions
              • Game - Display to (All players) for 3.00 seconds the text: 1
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • J_TimeEplased[J_Int] Less than or equal to ((J_JumpTimer[J_Int] x 1.00) / 2.00)
                • 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
                • 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
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • J_TimeEplased[J_Int] Greater than ((J_JumpTimer[J_Int] x 1.00) / 1.00)
            • 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
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • J_JumpingUnit[J_Int] Equal to No unit
              • J_Int Equal to J_MaxInts
            • 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])
            • Else - Actions
              • Do nothing
Why?
 
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