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Windwalk*Burrow*

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Level 7
Joined
May 18, 2010
Messages
264
  • Kobolot Burrow
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Burrow
    • Actions
      • Set HeroKoboltCaster = (Triggering unit)
      • Trigger - Turn on Kobolot Burrow Movment <gen>
  • Kobolot Burrow Loop
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Special Effect - Create a special effect at (Position of HeroKoboltCaster) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
  • Kobolot Burrow Movment
    • Events
      • Unit - A unit Is issued an order targeting an object
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Triggering unit) Equal to (==) HeroKoboltCaster
    • Actions
      • Trigger - Turn on Kobolot Burrow Loop <gen>
But how do i check when he Reaches target loaction or just Stops to stop the DUST animation...?(kobolt burrow Loop)
 
Save the X of (Target point of issued order) and the Y of (Target point of issued order) into a hashtable, on the (Key(Triggering unit)) and in the periodic check
  • Kobolot Burrow Loop
  • Events
    • Time - Every 0.50 seconds of game time
  • Conditions
  • Actions
    • Set Points[1] = (Position of HeroKoboltCaster)
    • Custom script: set udg_Reals[1] = LoadReal (udg_Hashtable, GetHandleId (udg_HeroKoboltCaster), StringHash ("x"))
    • Custom script: set udg_Reals[1] = LoadReal (udg_Hashtable, GetHandleId (udg_HeroKoboltCaster), StringHash ("y"))
    • Set Points[2] = (Reals[1], Reals[2])
    • If (All conditions are true) then do (Actions) else do (Actions)
      • If - Conditions
        • (Distance between Points[1] and Points[2]) Less than or Equal to 15
      • Then - Actions
        • Trigger - Turn off (This trigger)
      • Else - Actions
        • Special Effect - Create a special effect at Points[1] using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
    • Special Effect - Destroy (Last created special effect)
    • Custom script: call RemoveLocation (udg_Points[1])
    • Custom script: call RemoveLocation (udg_Points[2])
This trigger is not MUI though, you should add the unit in a unit group and pick them, just like I did to your other question.
 
Level 7
Joined
May 18, 2010
Messages
264
Oke i start caoticly here
X = variable named X set as Hashtable?
Y = -//- same
Save the X of (Target point of issued order)
save variable a
  • Kobolt Burrow
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Burrow
    • Actions
      • Hashtable - Save Handle Of(Target point of issued order) as (Key x) of (Key WTF em i doing) in HashtableBURROW
      • Set HeroKoboltCaster = (Triggering unit)
      • Trigger - Turn on Kobolt Burrow Movment <gen>
Sorry but 1st time hashtabling
 
Level 7
Joined
May 18, 2010
Messages
264
Eaven with the tutorial i still dont get
""Save the X of (Target point of issued order) and the Y of (Target point of issued order) into a hashtable, on the (Key(Triggering unit)) and in the periodic check""
should it be real? or Location as i made here or what =,= ;(

Hashtable - Save 10.00 as 0 of (Key (Target unit of ability being cast)) in hashTable
  • Kobolt Burrow
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Burrow
    • Actions
      • Hashtable - Save Handle Of(Target point of issued order) as (Key x) of (Key should the target location be here =.= blagh i cant find anithing) in HashtableBURROW
      • Hashtable - Save Handle Of(Target point of issued order) as (Key y) of (Key <Empty String>) in HashtableBURROW
      • Set HeroKoboltCaster = (Triggering unit)
      • Trigger - Turn on Kobolt Burrow Movment <gen>
http://www.thehelper.net/forums/showthread.php/138564-Hashtable
i found this while googling THE IMAGES there explained how to make(some hash...) but i cant find COMMAND
Jassnewgenpack5D.... should i use something other ?
  • Hashtable - Create a hashtable
  • Set MyTable = (Last created hashtable)
  • Hashtable - Save Handle Of(Position of (Triggering unit)) as (Key (Triggering unit)) of 1 in MyTable
What does that 1 Represent? and why is there 1 not 53 or 7

EDIT: chould anione just tipe out this
Save the X of (Target point of issued order) and the Y of (Target point of issued order) into a hashtable, on the (Key(Triggering unit)) and in the periodic check
in WE... cuz i dont get it
if i did it once i would know but...
 
Last edited:
Level 7
Joined
May 18, 2010
Messages
264
dont want to double post this request but ... i cant figure the Hasttables ... can som1 make it work plx ... il w8 hour then cr8 new post bout it ... sry
 
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