i dunno what escape maker is, but i do know how to let units jump. with this:
every 0.03 sec of the game move 'unit' instantly to position of 'unit' offset by XX (30 is good) towards 'facing of unit' degrees (this is a point with polar offset)
and before turning that trigger on add and remove the storm crow ability. now u can change flying heights to
I have used a spell but now my Hero doesn't fly a line , he just flyes into the air and come down again >.<
Trigger:
Jump init Ereignisse Zeit - Every 0.10 seconds of game time Bedingungen Aktionen For each (Integer A) from 2 to 10, do (Actions) Schleifen - Aktionen If (All Conditions are True) then do (Then Actions) else do (Else Actions) 'IF'-Bedingungen Unit_Is_Flying[(Integer A)] Gleich False 'THEN'-Aktionen Set Jump_Point[(Integer A)] = ((Position of Challange_Unit[(Integer A)]) offset by 12.00 towards (Facing of Challange_Unit[(Integer A)]) degrees) If (All Conditions are True) then do (Then Actions) else do (Else Actions) 'IF'-Bedingungen (Number of units in (Units within 125.00 of Jump_Point[(Integer A)] matching ((Unit-type of (Matching unit)) Gleich Jump Trap))) Größer als 0 'THEN'-Aktionen Set Unit_Is_Flying[(Integer A)] = True Set Facing[(Integer A)] = (Facing of Challange_Unit[(Integer A)]) Set Fly_Unit[(Integer A)] = Challange_Unit[(Integer A)] Set x_value[(Integer A)] = -18.71 Set Check[(Integer A)] = 0.00 Set Point_of_Unit[(Integer A)] = (Position of Challange_Unit[(Integer A)]) Set Aim_Point[(Integer A)] = ((Position of Fly_Unit[(Integer A)]) offset by 50.00 towards (Facing of Fly_Unit[(Integer A)]) degrees) Set Move_distance[(Integer A)] = (Distance between Point_of_Unit[(Integer A)] and Aim_Point[(Integer A)]) Einheit - Pause ein Challange_Unit[(Integer A)] Animation - Change Challange_Unit[(Integer A)]'s animation speed to 115.00% of its original speed Einheit - Add High Trick to Fly_Unit[(Integer A)] Einheit - Remove High Trick from Fly_Unit[(Integer A)] 'ELSE'-Aktionen Custom script: call RemoveLocation (udg_Jump_Point[GetConvertedPlayerId(ConvertedPlayer(GetForLoopIndexA()))]) 'ELSE'-Aktionen
Trigger 2:
Jump Ereignisse Zeit - Every 0.03 seconds of game time Bedingungen Or - Any (Conditions) are true Bedingungen Unit_Is_Flying[2] Gleich True Unit_Is_Flying[3] Gleich True Unit_Is_Flying[4] Gleich True Unit_Is_Flying[5] Gleich True Unit_Is_Flying[6] Gleich True Unit_Is_Flying[7] Gleich True Unit_Is_Flying[8] Gleich True Unit_Is_Flying[9] Gleich True Unit_Is_Flying[10] Gleich True Aktionen For each (Integer A) from 2 to 10, do (Actions) Schleifen - Aktionen If (All Conditions are True) then do (Then Actions) else do (Else Actions) 'IF'-Bedingungen Unit_Is_Flying[(Integer A)] Gleich True 'THEN'-Aktionen If (All Conditions are True) then do (Then Actions) else do (Else Actions) 'IF'-Bedingungen Check[(Integer A)] Größer gleich Move_distance[(Integer A)] 'THEN'-Aktionen Animation - Change Challange_Unit[(Integer A)]'s animation speed to 100.00% of its original speed Einheit - Pause aus Challange_Unit[(Integer A)] Custom script: set udg_Fly_Unit[GetConvertedPlayerId(ConvertedPlayer(GetForLoopIndexA()))]=null Custom script: call RemoveLocation (udg_Point_of_Unit[GetConvertedPlayerId(ConvertedPlayer(GetForLoopIndexA()))]) Custom script: call RemoveLocation (udg_Aim_Point[GetConvertedPlayerId(ConvertedPlayer(GetForLoopIndexA()))]) Set Unit_Is_Flying[(Integer A)] = False 'ELSE'-Aktionen Set Check[(Integer A)] = (Move_distance[(Integer A)] / (75.00 / 3.00)) Einheit - Move Fly_Unit[(Integer A)] instantly to (Point_of_Unit[(Integer A)] offset by Check[(Integer A)] towards Facing[(Integer A)] degrees) Set x_value[(Integer A)] = (x_value[(Integer A)] + (44.72 / (75.00 / 3.00))) Set y_value_flyheight[(Integer A)] = ((0.00 - (x_value[(Integer A)] x x_value[(Integer A)])) + 500.00) Animation - Change Fly_Unit[(Integer A)] flying height to ((Default flying height of Fly_Unit[(Integer A)]) + y_value_flyheight[(Integer A)]) at 1000.00 'ELSE'-Aktionen
im to lazy to read all that. why such a large trigger to let it fly?? to make it move forward u need a seperate trigger that mopves it instantly to a point wih polar offset