• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!

Unwalkable/untargetable

Status
Not open for further replies.
Level 7
Joined
Nov 19, 2007
Messages
253
I am trying to make spell which creates circle of flame from which noone can leave and noone can enter and i am wondering how to make dummy which cannot be targetable and walkable. I tried using lucust but then target is untargetable but walkable. Is there any way make my dummy unwalkable and untargetable ?
 
Level 16
Joined
May 1, 2008
Messages
1,605
Moin moin =)

Very simple: Change the model of your dummy to "None.mdl".
bl3hk1sazzho0lgch.jpg

The dummy still has the pathing but is unselectable.

Greetings
~ The Bomb King > Dr. Boom
 
Level 3
Joined
Jul 13, 2010
Messages
46
You could also try to adjust the collision size of the dummy and about the special effects you attach them by triggers.(of course its better to create a variable with the point of ability being cast
  • Set Variable - set (variablepoint) unit - position of last created unit (dummy)
  • Special effect - create (desired special effect at (variablepoint)
hope that helps.
 
Level 7
Joined
Nov 19, 2007
Messages
253
EDIT: K i made everything bit shorter but in 2 triggers only problem now i dont know if it still leaks or it works perfectry.
  • Fire Mastery
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fire Mastery
    • Actions
      • Set FM_number = 1
      • Set FM_caster = (Casting unit)
      • Set FM_centerPoint = (Target point of ability being cast)
      • Trigger - Turn on Fire Mastery Create <gen>
      • Wait ((Real((Level of Fire Mastery for FM_caster))) x 2.00) seconds
      • Custom script: call RemoveLocation (udg_FM_centerPoint)
      • Unit - Remove FM_dummy[1] from the game
      • Unit - Remove FM_dummy[2] from the game
      • Unit - Remove FM_dummy[3] from the game
      • Unit - Remove FM_dummy[4] from the game
      • Unit - Remove FM_dummy[5] from the game
      • Unit - Remove FM_dummy[6] from the game
      • Unit - Remove FM_dummy[7] from the game
      • Unit - Remove FM_dummy[8] from the game
      • Unit - Remove FM_dummy[9] from the game
      • Unit - Remove FM_dummy[10] from the game
      • Unit - Remove FM_dummy[11] from the game
      • Unit - Remove FM_dummy[12] from the game
      • Unit - Remove FM_dummy[13] from the game
      • Unit - Remove FM_dummy[14] from the game
      • Unit - Remove FM_dummy[15] from the game
      • Unit - Remove FM_dummy[16] from the game
      • Unit - Remove FM_dummy[17] from the game
      • Unit - Remove FM_dummy[18] from the game
      • Unit - Remove FM_dummy[19] from the game
      • Unit - Remove FM_dummy[20] from the game
      • Unit - Remove FM_dummy[21] from the game
      • Unit - Remove FM_dummy[22] from the game
      • Unit - Remove FM_dummy[23] from the game
      • Unit - Remove FM_dummy[24] from the game
      • Unit - Remove FM_dummy[25] from the game
      • Unit - Remove FM_dummy[26] from the game
      • Unit - Remove FM_dummy[27] from the game
      • Unit - Remove FM_dummy[28] from the game
      • Unit - Remove FM_dummy[29] from the game
      • Unit - Remove FM_dummy[30] from the game
      • Unit - Remove FM_dummy[31] from the game
      • Unit - Remove FM_dummy[32] from the game
      • Unit - Remove FM_dummy[33] from the game
      • Unit - Remove FM_dummy[34] from the game
      • Unit - Remove FM_dummy[35] from the game
      • Unit - Remove FM_dummy[36] from the game
      • Special Effect - Destroy FM_specialEffect[1]
      • Special Effect - Destroy FM_specialEffect[2]
      • Special Effect - Destroy FM_specialEffect[3]
      • Special Effect - Destroy FM_specialEffect[4]
      • Special Effect - Destroy FM_specialEffect[5]
      • Special Effect - Destroy FM_specialEffect[6]
      • Special Effect - Destroy FM_specialEffect[7]
      • Special Effect - Destroy FM_specialEffect[8]
      • Special Effect - Destroy FM_specialEffect[9]
      • Special Effect - Destroy FM_specialEffect[10]
      • Special Effect - Destroy FM_specialEffect[11]
      • Special Effect - Destroy FM_specialEffect[12]
      • Special Effect - Destroy FM_specialEffect[13]
      • Special Effect - Destroy FM_specialEffect[14]
      • Special Effect - Destroy FM_specialEffect[15]
      • Special Effect - Destroy FM_specialEffect[16]
      • Special Effect - Destroy FM_specialEffect[17]
      • Special Effect - Destroy FM_specialEffect[18]
      • Special Effect - Destroy FM_specialEffect[19]
      • Special Effect - Destroy FM_specialEffect[20]
      • Special Effect - Destroy FM_specialEffect[21]
      • Special Effect - Destroy FM_specialEffect[22]
      • Special Effect - Destroy FM_specialEffect[23]
      • Special Effect - Destroy FM_specialEffect[24]
      • Special Effect - Destroy FM_specialEffect[25]
      • Special Effect - Destroy FM_specialEffect[26]
      • Special Effect - Destroy FM_specialEffect[27]
      • Special Effect - Destroy FM_specialEffect[28]
      • Special Effect - Destroy FM_specialEffect[29]
      • Special Effect - Destroy FM_specialEffect[30]
      • Special Effect - Destroy FM_specialEffect[31]
      • Special Effect - Destroy FM_specialEffect[32]
      • Special Effect - Destroy FM_specialEffect[33]
      • Special Effect - Destroy FM_specialEffect[34]
      • Special Effect - Destroy FM_specialEffect[35]
      • Special Effect - Destroy FM_specialEffect[36]
  • Fire Mastery Create
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FM_number Less than 37
        • Then - Actions
          • Set FM_dummyPoint[FM_number] = (FM_centerPoint offset by 400.00 towards ((Real(FM_number)) x 10.00) degrees)
          • Special Effect - Create a special effect at FM_dummyPoint[FM_number] using Environment\LargeBuildingFire\LargeBuildingFire1.mdl
          • Set FM_specialEffect[FM_number] = (Last created special effect)
          • Unit - Create 1 Dummy Fire for (Owner of FM_caster) at FM_dummyPoint[FM_number] facing Default building facing degrees
          • Set FM_dummy[FM_number] = (Last created unit)
          • Set FM_number = (FM_number + 1)
        • Else - Actions
          • Trigger - Turn off (This trigger)
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[1])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[2])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[3])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[4])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[5])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[6])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[7])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[8])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[9])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[10])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[11])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[12])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[13])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[14])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[15])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[16])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[17])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[18])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[19])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[20])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[21])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[22])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[23])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[24])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[25])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[26])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[27])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[28])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[29])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[30])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[31])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[32])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[33])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[34])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[35])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[36])
I made 36 positions because creeps still was able to go throw circle
 
Last edited:
Level 8
Joined
Jun 26, 2010
Messages
530
Here's the test map. Very simple :)
Leak removing is up to you ;p
 

Attachments

  • Circle Of Flame.w3x
    19.3 KB · Views: 56
Last edited:
Level 7
Joined
Nov 19, 2007
Messages
253
its almost the same as mine but instead of units u made destructibles and used hashtable which is one of the biggest mysteries in my world..
 
Level 8
Joined
Jun 26, 2010
Messages
530
I like to think of Hashtables like giant variables that holds lots of arrays lol
the basics of hashtables are pretty simple
http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/hashtables-mui-133407/

also, when you use destrictibles, they don't show any health bar :)
I think it's a lot better than using units. If you don't use locust, it will show health bar, if you use, it will be walkable. hahah

Also, by using a hashtable and a loop i reduced dramastically the sise of the trigger ;p
plus it's easier to adjust
 
Last edited:
Level 13
Joined
Mar 4, 2009
Messages
1,156
EDIT: K i made everything bit shorter but in 2 triggers only problem now i dont know if it still leaks or it works perfectry.
  • Fire Mastery
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fire Mastery
    • Actions
      • Set FM_number = 1
      • Set FM_caster = (Casting unit)
      • Set FM_centerPoint = (Target point of ability being cast)
      • Trigger - Turn on Fire Mastery Create <gen>
      • Wait ((Real((Level of Fire Mastery for FM_caster))) x 2.00) seconds
      • Custom script: call RemoveLocation (udg_FM_centerPoint)
      • Unit - Remove FM_dummy[1] from the game
      • Unit - Remove FM_dummy[2] from the game
      • Unit - Remove FM_dummy[3] from the game
      • Unit - Remove FM_dummy[4] from the game
      • Unit - Remove FM_dummy[5] from the game
      • Unit - Remove FM_dummy[6] from the game
      • Unit - Remove FM_dummy[7] from the game
      • Unit - Remove FM_dummy[8] from the game
      • Unit - Remove FM_dummy[9] from the game
      • Unit - Remove FM_dummy[10] from the game
      • Unit - Remove FM_dummy[11] from the game
      • Unit - Remove FM_dummy[12] from the game
      • Unit - Remove FM_dummy[13] from the game
      • Unit - Remove FM_dummy[14] from the game
      • Unit - Remove FM_dummy[15] from the game
      • Unit - Remove FM_dummy[16] from the game
      • Unit - Remove FM_dummy[17] from the game
      • Unit - Remove FM_dummy[18] from the game
      • Unit - Remove FM_dummy[19] from the game
      • Unit - Remove FM_dummy[20] from the game
      • Unit - Remove FM_dummy[21] from the game
      • Unit - Remove FM_dummy[22] from the game
      • Unit - Remove FM_dummy[23] from the game
      • Unit - Remove FM_dummy[24] from the game
      • Unit - Remove FM_dummy[25] from the game
      • Unit - Remove FM_dummy[26] from the game
      • Unit - Remove FM_dummy[27] from the game
      • Unit - Remove FM_dummy[28] from the game
      • Unit - Remove FM_dummy[29] from the game
      • Unit - Remove FM_dummy[30] from the game
      • Unit - Remove FM_dummy[31] from the game
      • Unit - Remove FM_dummy[32] from the game
      • Unit - Remove FM_dummy[33] from the game
      • Unit - Remove FM_dummy[34] from the game
      • Unit - Remove FM_dummy[35] from the game
      • Unit - Remove FM_dummy[36] from the game
      • Special Effect - Destroy FM_specialEffect[1]
      • Special Effect - Destroy FM_specialEffect[2]
      • Special Effect - Destroy FM_specialEffect[3]
      • Special Effect - Destroy FM_specialEffect[4]
      • Special Effect - Destroy FM_specialEffect[5]
      • Special Effect - Destroy FM_specialEffect[6]
      • Special Effect - Destroy FM_specialEffect[7]
      • Special Effect - Destroy FM_specialEffect[8]
      • Special Effect - Destroy FM_specialEffect[9]
      • Special Effect - Destroy FM_specialEffect[10]
      • Special Effect - Destroy FM_specialEffect[11]
      • Special Effect - Destroy FM_specialEffect[12]
      • Special Effect - Destroy FM_specialEffect[13]
      • Special Effect - Destroy FM_specialEffect[14]
      • Special Effect - Destroy FM_specialEffect[15]
      • Special Effect - Destroy FM_specialEffect[16]
      • Special Effect - Destroy FM_specialEffect[17]
      • Special Effect - Destroy FM_specialEffect[18]
      • Special Effect - Destroy FM_specialEffect[19]
      • Special Effect - Destroy FM_specialEffect[20]
      • Special Effect - Destroy FM_specialEffect[21]
      • Special Effect - Destroy FM_specialEffect[22]
      • Special Effect - Destroy FM_specialEffect[23]
      • Special Effect - Destroy FM_specialEffect[24]
      • Special Effect - Destroy FM_specialEffect[25]
      • Special Effect - Destroy FM_specialEffect[26]
      • Special Effect - Destroy FM_specialEffect[27]
      • Special Effect - Destroy FM_specialEffect[28]
      • Special Effect - Destroy FM_specialEffect[29]
      • Special Effect - Destroy FM_specialEffect[30]
      • Special Effect - Destroy FM_specialEffect[31]
      • Special Effect - Destroy FM_specialEffect[32]
      • Special Effect - Destroy FM_specialEffect[33]
      • Special Effect - Destroy FM_specialEffect[34]
      • Special Effect - Destroy FM_specialEffect[35]
      • Special Effect - Destroy FM_specialEffect[36]
  • Fire Mastery Create
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FM_number Less than 37
        • Then - Actions
          • Set FM_dummyPoint[FM_number] = (FM_centerPoint offset by 400.00 towards ((Real(FM_number)) x 10.00) degrees)
          • Special Effect - Create a special effect at FM_dummyPoint[FM_number] using Environment\LargeBuildingFire\LargeBuildingFire1.mdl
          • Set FM_specialEffect[FM_number] = (Last created special effect)
          • Unit - Create 1 Dummy Fire for (Owner of FM_caster) at FM_dummyPoint[FM_number] facing Default building facing degrees
          • Set FM_dummy[FM_number] = (Last created unit)
          • Set FM_number = (FM_number + 1)
        • Else - Actions
          • Trigger - Turn off (This trigger)
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[1])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[2])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[3])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[4])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[5])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[6])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[7])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[8])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[9])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[10])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[11])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[12])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[13])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[14])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[15])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[16])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[17])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[18])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[19])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[20])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[21])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[22])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[23])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[24])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[25])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[26])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[27])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[28])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[29])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[30])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[31])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[32])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[33])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[34])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[35])
      • Custom script: call RemoveLocation (udg_FM_dummyPoint[36])
I made 36 positions because creeps still was able to go throw circle
i wanna be honest with you,the code sucks,never make more than 3 similar actions...,the editor is good enough to always avoid it,and it is not also ultimate do do things 100 times in second

first learn how to do something,than do it... (rather than doing it 36 times)

im not sure why u need 36 dummy ,didnt read anything :/,sry im lazy now

but there are "for each integer A/B/Variable actions"

you can use this to make all must shorter

make new Variable Type Integer and name it "N"
than do
for each integer N from 1 to 37
Custom script: call RemoveLocation (udg_FM_dummyPoint[udg_N])
also use integer actions to remove dummies

btw if you wanna store things i think the best would be to learn HashTables

Hashtables
here is one tutorial
http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/hashtables-mui-133407/
here is anotherone :D
1.)what is a hashtable?

Its like a variable that can store more type of things and has 2 arrays and those arays have no limited number such as normal array variable that has about 8000

second array can use unit´s ID to store something into that unit
while the first one can use Key String so that you know what you saved in unit by readeing that string (for example string "number of deaths")

2.)Map Initialization for Hashtable to work

HT is Variable Type HashTable
  • Map initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set HT = (Last created hashtable)

3.)
How to use HashTables example

  • Actions
    • Hashtable - Save Value as Value of Value in HT
1th Value ( is for thing you want to store in HashTable)
2th Value ( is like 1th Array )
3th Value ( is like 2th Array)

here is how we can use HashTables to store things
  • Actions
    • Hashtable - Save 5 as (Key Kills) of (Key (Triggering Unit)) in HT
result - now we have saved that Triggering Unit has 5 Kills

to get Kills of Triggering Unit use
  • Actions
    • (Load (Key Kills) of (Key (Triggering Unit)) from HT)
Edit:
just took the map from @ -SoulBurn,i know he could probably make it MUI too...
ok your spell is now made in MUI (this means that multiple units can cast it,cleared of leaks)
http://www.mediafire.com/?png5fbquxsbukqz
 
Last edited:
Status
Not open for further replies.
Top