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Wild Axes - Dota ( RMX )

Submitted by Rmx
This bundle is marked as approved. It works and satisfies the submission rules.
After looking and digging for Wild Axe in GUI, i found it, but it was so complicated that it contains the code x10 of mine.

It's a basic rather very lovely ability from DOTA and one of the most wanted abilities to be coded in GUI MUI.

Description -

The hero shoots out his two axes from his hands, they travel to the targeted area defining and rejecting all the rules of physics and gravity, then they come back to the hero.

The will Cut down trees on their path ofc.

I will implent to damage units, but just wanted to share my trigger with you people for now. ( DAMAGE ADDED )

If you don't beleive me, see by urself.




Start
  • BT On
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Blade
    • Actions
      • Set BT_Point[0] = (Position of (Casting unit))
      • Set BT_Point[1] = (Target point of ability being cast)
      • -------- ------------------------------------------------------------------------------------------------------------- --------
      • -------- ------------------------------------------------------------------------------------------------------------- --------
      • For each (Integer B1T) from 1 to 2, do (Actions)
        • Loop - Actions
          • -------- ------------------------------------------------------------------------------------------------------------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BT_Times Equal to 0
            • Then - Actions
              • Trigger - Turn on BT Loop <gen>
            • Else - Actions
          • Set BT_Times = (BT_Times + 1)
          • Set BT_Loop = (BT_Loop + 1)
          • Set BT_Off[BT_Times] = True
          • -------- ------------------------------------------------------------------------------------------------------------- --------
          • -------- ------------------------------------------------------------------------------------------------------------- --------
          • Set BT_Hero[BT_Times] = (Casting unit)
          • Set BT_Part[BT_Times] = 0
          • -------- ------------------------------------------------------------------------------------------------------------- --------
          • Set BT_Main_Point[BT_Times] = (Target point of ability being cast)
          • Set BT_Angle[BT_Times] = (Angle from BT_Point[0] to BT_Point[1])
          • Set BT_Positive[BT_Times] = B1T
          • Set BT_Max_Distance[BT_Times] = (Distance between BT_Point[0] and BT_Point[1])
          • Set BT_Take_Dist[BT_Times] = 0.00
          • -------- ------------------------------------------------------------------------------------------------------------- --------
          • -------- ------------------------------------------------------------------------------------------------------------- --------
          • Set BT_Speed[BT_Times] = ((Square root(BT_Max_Distance[BT_Times])) / 2.20)
          • Set BT_Offset[BT_Times] = ((10.00 / (Square root(BT_Max_Distance[BT_Times]))) x 500.00)
          • -------- ------------------------------------------------------------------------------------------------------------- --------
          • -------- ------------------------------------------------------------------------------------------------------------- --------
          • Unit - Create 1 Dummy_For_Map for (Owner of BT_Hero[BT_Times]) at BT_Point[0] facing Default building facing degrees
          • Set BT_Dummy[BT_Times] = (Last created unit)
          • Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Weapons\RexxarMissile\RexxarMissile.mdl
          • Set BT_Special[BT_Times] = (Last created special effect)
      • -------- ------------------------------------------------------------------------------------------------------------- --------
      • -------- ------------------------------------------------------------------------------------------------------------- --------
      • Custom script: call RemoveLocation(udg_BT_Point[0])
      • Custom script: call RemoveLocation(udg_BT_Point[1])


Loop
  • BT Loop
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer BT2) from 1 to BT_Times, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BT_Off[BT2] Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BT_Take_Dist[BT2] Greater than or equal to BT_Max_Distance[BT2]
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BT_Part[BT2] Equal to 1
                    • Then - Actions
                      • Set BT_Off[BT2] = False
                      • Set BT_Loop = (BT_Loop - 1)
                      • Custom script: call RemoveLocation(udg_BT_Main_Point[udg_BT2])
                      • -------- ------------------------------------------------------------------------------------------------------------- --------
                      • Set BT_Point[4] = (Position of BT_Dummy[BT2])
                      • Special Effect - Create a special effect at BT_Point[4] using Abilities\Weapons\GryphonRiderMissile\GryphonRiderMissileTarget.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation(udg_BT_Point[4])
                      • Special Effect - Destroy BT_Special[BT2]
                      • Unit - Add a 0.01 second Generic expiration timer to BT_Dummy[BT2]
                      • -------- ------------------------------------------------------------------------------------------------------------- --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • BT_Loop Equal to 0
                        • Then - Actions
                          • Set BT_Times = 0
                          • Trigger - Turn off BT Loop <gen>
                        • Else - Actions
                    • Else - Actions
                      • Set BT_Part[BT2] = 1
                      • Set BT_Take_Dist[BT2] = 0.00
                • Else - Actions
                  • -------- ------------------------------------------------------------------------------------------------------------- --------
                  • Set BT_Equation[BT2] = (((4.00 x BT_Offset[BT2]) / BT_Max_Distance[BT2]) x ((BT_Max_Distance[BT2] - BT_Take_Dist[BT2]) x (BT_Take_Dist[BT2] / BT_Max_Distance[BT2])))
                  • -------- ------------------------------------------------------------------------------------------------------------- --------
                  • -------- ------------------------------------------------------------------------------------------------------------- --------
                  • Set BT_Point[2] = (Position of BT_Hero[BT2])
                  • Set BT_Max_Distance[BT2] = (Distance between BT_Point[2] and BT_Main_Point[BT2])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BT_Part[BT2] Equal to 1
                    • Then - Actions
                      • Set BT_Angle[BT2] = (Angle from BT_Main_Point[BT2] to BT_Point[2])
                    • Else - Actions
                      • Set BT_Angle[BT2] = (Angle from BT_Point[2] to BT_Main_Point[BT2])
                  • Set BT_Point[3] = (Position of BT_Dummy[BT2])
                  • -------- ------------------------------------------------------------------------------------------------------------- --------
                  • -------- ------------------------------------------------------------------------------------------------------------- --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BT_Part[BT2] Equal to 1
                    • Then - Actions
                      • Set BT_Point[4] = (BT_Main_Point[BT2] offset by BT_Take_Dist[BT2] towards BT_Angle[BT2] degrees)
                    • Else - Actions
                      • Set BT_Point[4] = (BT_Point[2] offset by BT_Take_Dist[BT2] towards BT_Angle[BT2] degrees)
                  • -------- ------------------------------------------------------------------------------------------------------------- --------
                  • -------- ------------------------------------------------------------------------------------------------------------- --------
                  • -------- ------------------------------------------------------------------------------------------------------------- --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BT_Positive[BT2] Equal to 1
                    • Then - Actions
                      • Set BT_Point[5] = (BT_Point[4] offset by BT_Equation[BT2] towards (BT_Angle[BT2] + 90.00) degrees)
                    • Else - Actions
                      • Set BT_Point[5] = (BT_Point[4] offset by BT_Equation[BT2] towards (BT_Angle[BT2] - 90.00) degrees)
                  • Destructible - Pick every destructible within 125.00 of BT_Point[5] and do (Destructible - Kill (Picked destructible))
                  • -------- ------------------------------------------------------------------------------------------------------------- --------
                  • -------- ------------------------------------------------------------------------------------------------------------- --------
                  • Unit - Move BT_Dummy[BT2] instantly to BT_Point[5], facing (Angle from BT_Point[3] to BT_Point[5]) degrees
                  • Custom script: call RemoveLocation(udg_BT_Point[2])
                  • Custom script: call RemoveLocation(udg_BT_Point[3])
                  • Custom script: call RemoveLocation(udg_BT_Point[4])
                  • Custom script: call RemoveLocation(udg_BT_Point[5])
                  • -------- ------------------------------------------------------------------------------------------------------------- --------
                  • -------- ------------------------------------------------------------------------------------------------------------- --------
                  • Set BT_Take_Dist[BT2] = (BT_Take_Dist[BT2] + BT_Speed[BT2])
            • Else - Actions


Keywords:
Wild, Axes, Rexxar, Rmx, Cool, Physics !
Contents

Land of the Free (Map)

Reviews
Moderator
19:12, 4th Jan 2010 The_Reborn_Devil: The triggers look good and there are no leaks. Status: Approved Rating: Recommended
  1. Kingz

    Kingz

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    It should go like this:

    if *udg_Group[udg_GUI_index_var]* == null then
    set *udg_Group[udg_GUI_index_var]* = CreateGroup()
    endif

    If a Group[Index] is equal to nothing(null) you create a group and now it is usable.
     
  2. baassee

    baassee

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    first time I saw that was you using it :p
     
  3. Rmx

    Rmx

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    I didn't think of using JASS functions in the spell, thnx Kingz for the help :D

    It should work when i'm done with it :D
     
  4. DevilDuke1995

    DevilDuke1995

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    Why is this recommended? Damage is not MUI and if you cast it near to caster it looks redecioulously(or whatever its spelled) hideous.
     
  5. Rodrigo96

    Rodrigo96

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    How can I edit damage and distance?? If you can tell me how to make the hero throw only one axe. Thx.
     
  6. darkalex13

    darkalex13

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    I've tried using this, the damage distance and things work, but the axe effect is gone... if anyone knows why please tell me...

    Anyway 5/5 nice job...
     
  7. Gekigengar

    Gekigengar

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    The concept is kinda wrong....in dota, no matter the distance, it will move to the distance within the X time...(maybe 2 seconds), in here, the shorter the distance, the faster the missile move, the longer it is, the slower the axe moves...

    and try casting it at the back of your unit, the axe fly between you...

    and also try casting it to your own unit, see how it flies lol...

    so...in dota, the longer is your distance, the faster the axes move, because it will travel there in 2 seconds.

    and i found a bug in the damage,*Sometimes* when the axe is going to the given positions, it doesn't damage a unit,even though it clearly hits... and when it comes back, it does damage to the unit hit perfectly...fix that please?...

    thx for making sharing me the wild axe trigger!!, Rexxar is my fav hero xD..i use it everytime i played dota.
     
  8. FoolOfFools

    FoolOfFools

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    Anybody knows how to edit the damage?
     
  9. Maximum_Evil

    Maximum_Evil

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    The axes deal 180 dmg by every level, and there's a quiet ugly effect on the caster when the axes arrive bk to him...
     
  10. EtikS

    EtikS

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    I like dota really much especially Rexxar and i have to say that this spell is epic one question though why is he black?? :D
     
  11. BLazeKraze

    BLazeKraze

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    The spell is very nice,. I want this, but even pathing blockers can destroy by axes . . . .
     
  12. MD_Warlord

    MD_Warlord

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    Hey...
    I'm not new to the forum but I don't know how to make such complicated triggers, but can this be edited so that the caster only shoots one projectile?

    I'm trying to make a map and this spell suits the hero I'm creating.
     
  13. Dion King

    Dion King

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    Rmx can i ask you how to make this spell level upgrade and damage increase per level ? I seems like this spell's damage can't increase per level, can you fix this?