Warcraft III resources & community, 2003–2006 · archived

My Map Problems (A lot of em aren't there? =) )

43 posts
#31
Is there a condition for checking if the triggering / dying / killing unit is in a certain unit group?

Like... "Triggering unit is in BountyWorth2 Equal to True" ?
#32
BagOfChipsIs there a condition for checking if the triggering / dying / killing unit is in a certain unit group?

Like... "Triggering unit is in BountyWorth2 Equal to True" ?

Yes: Condition: Boolean -- Unit is in Unit Group equal to true/false.

Unit--triggering//dying//killing unit
Unit Group--certain unit group
:D
#33
Free cookies for you my friend.

<3
#34
Can anyone get the files out of this zip: http://www.wc3sear.ch/index.php?p=Icons&ID=2984

and this zip: http://www.wc3sear.ch/index.php?p=Models&ID=112&sid=ab0cc3e75cbbdab47d21b062246dd4d3

and send them to me via P.M. or [email protected].

When I download them, the zip files are empty, and if I try to extract them it says they are unsafe.

Much <3 to anyone who can spend a minute or two and do this.




Oh, and I'm trying to make a jump spell like in ToB for Sashi, and not having much sucess..

Jump Move
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Flame Strike 
    Actions
        Set JumpUnits[1] = (Triggering unit)
        Set JumpCasterPosition[1] = (Position of JumpUnits[1])
        Unit - Create 1 Rifleman for (Owner of JumpUnits[1]) at JumpCasterPosition[1] facing Default building facing degrees
        Set JumpUnits[2] = (Last created unit)
        Set JumpCasterPosition[2] = (Target point of ability being cast)
        Unit - Order JumpUnits[2] to Move To JumpCasterPosition[2]
        Animation - Play JumpUnits[2]'s spell, slam animation
        Trigger - Turn on Jump Loop Up <gen>
        Wait until (JumpUnitHeight Equal to 200.00), checking every 0.10 seconds
        Trigger - Turn off Jump Loop Up <gen>
        Trigger - Turn on Jump Loop Down <gen>
        Wait until (JumpUnitHeight Equal to 0.00), checking every 0.10 seconds
        Trigger - Turn off Jump Loop Down <gen>
        Animation - Play JumpUnits[2]'s spell, slam animation


Jump Loop Up
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        Animation - Change JumpUnits[2] flying height to JumpUnitHeight at 1000000000.00
        Set JumpUnitHeight = (JumpUnitHeight + 20.00)


Jump Loop Down
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        Animation - Change JumpUnits[2] flying height to JumpUnitHeight at 1000000000.00
        Set JumpUnitHeight = (JumpUnitHeight - 20.00)


This is what I have now, but it looks pretty cheesey. If anyone would help me make mine like Sashi's, without the firey sword, and a low altitude jump, using a units spell, slam animation I would be VERY VERY happy :D[/code]
#35
ill give you a basic jump spell in JASS to config, and ill extract that stuff, when i get home ^^
#36
PurplePootill give you a basic jump spell in JASS to config, and ill extract that stuff, when i get home ^^


Aight thanks. Thought I'd try it myself with GUI, because I have seen one done with GUI that looked SO-SO.

<3<3

Oh, and what's the condition to use if you want it to have say a 50% chance of going off when the event happens? I used to know this, but I hardly ever used the condition and now I've forgotten it :(
#37
BagOfChipsOh, and what's the condition to use if you want it to have say a 50% chance of going off when the event happens? I used to know this, but I hardly ever used the condition and now I've forgotten it :(

If you mean not in GUI or JASS language you can do it this way:
Actions: Set integer=random number between 1 and 2
if integer egual to 1
then skip remaining actions
else do nothing
#38
Jaakko
BagOfChipsOh, and what's the condition to use if you want it to have say a 50% chance of going off when the event happens? I used to know this, but I hardly ever used the condition and now I've forgotten it :(

If you mean not in GUI or JASS language you can do it this way:
Actions: Set integer=random number between 1 and 2
if integer egual to 1
then skip remaining actions
else do nothing


Yeah, but I thought there was a different way than that, that only needed the one condition. It's used in wintermaul for one of the towers I think... oh well thanks.:)


Can anyone help me with this simple thing?
I want this animation: http://img412.imageshack.us/img412/8820/animationhk9.png
To display in this trigger:
Pulverize Effect
    Events
        Unit - A unit Is attacked
    Conditions
        (Attacking unit) Equal to PulverizeUnit[1]
    Actions
        Set PulverizeInteger = (Random integer number between 1 and 10)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                PulverizeInteger Equal to 1
            Then - Actions
                Set PulverizePosition = (Position of (Attacked unit))
                Animation - Play PulverizeUnit[1]'s attack, slam animation
                Unit - Create 1 Mortar Team for (Owner of PulverizeUnit[1]) at PulverizePosition facing Default building facing degrees
                Set PulverizeUnit[2] = (Last created unit)
                Unit - Set level of Cow - Pulverize  for PulverizeUnit[2] to (Level of Cow - Pulverize  for PulverizeUnit[1])
                Unit - Order PulverizeUnit[2] to Orc Tauren Chieftain - War Stomp
                Custom script:   call RemoveLocation(udg_PulverizePosition)
            Else - Actions
                Do nothing


It doesn't play his attack slam animation, it just plays his ... no animation... ._.
#39
ugh, cant find my old one...

will get another one up in a sec

ACTUALLY, there is a Jump System Here that is probably more useful than a spell.
#41
Hey poot can you tell me if this is worth you helping me with, or if I should just try it again.

Torments Shadow Main Trigger
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Torment's shadow 
    Actions
        Set TormentsShadowUnits[1] = (Triggering unit)
        Set TormentsShadowUnits[2] = (Target unit of ability being cast)
        Set TormentsShadowPosition[1] = (Position of TormentsShadowUnits[2])
        Unit Group - Pick every unit in (Units within 1000.00 of TormentsShadowPosition[1] matching ((Owner of (Triggering unit)) Equal to Player 2 (Blue))) and do (Unit Group - Add (Picked unit) to TormentsShadowGroup)
        Unit Group - Pick every unit in (Units within 1000.00 of TormentsShadowPosition[1] matching ((Owner of (Triggering unit)) Equal to Player 4 (Purple))) and do (Unit Group - Add (Picked unit) to TormentsShadowGroup)
        Unit Group - Pick every unit in (Units within 1000.00 of TormentsShadowPosition[1] matching ((Owner of (Triggering unit)) Equal to Player 6 (Orange))) and do (Unit Group - Add (Picked unit) to TormentsShadowGroup)
        Unit Group - Pick every unit in (Units within 1000.00 of TormentsShadowPosition[1] matching ((Owner of (Triggering unit)) Equal to Player 8 (Pink))) and do (Unit Group - Add (Picked unit) to TormentsShadowGroup)
        Unit Group - Pick every unit in (Units within 1000.00 of TormentsShadowPosition[1] matching ((Owner of (Triggering unit)) Equal to Player 10 (Light Blue))) and do (Unit Group - Add (Picked unit) to TormentsShadowGroup)
        Unit Group - Pick every unit in (Units within 1000.00 of TormentsShadowPosition[1] matching ((Owner of (Triggering unit)) Equal to Player 12 (Brown))) and do (Unit Group - Add (Picked unit) to TormentsShadowGroup)
        Unit - Move TormentsShadowUnits[1] instantly to ((Position of TormentsShadowUnits[2]) offset by 30.00 towards ((Facing of TormentsShadowUnits[2]) - 180.00) degrees)
        Animation - Play TormentsShadowUnits[1]'s attack 2 animation
        Sound - Play MetalHeavySliceFlesh1 <gen> at 70.00% volume, located at (Position of (Picked unit)) with Z offset 0.00
        Unit - Cause TormentsShadowUnits[1] to damage TormentsShadowUnits[3], dealing (40.00 x (Real((Level of Torment's shadow  for TormentsShadowUnits[1])))) damage of attack type Chaos and damage type Normal
        Trigger - Turn on Torments Shadow Loop <gen>
        Wait 2.00 seconds
        Trigger - Turn off Torments Shadow Loop <gen>


Torments Shadow Loop
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in (Random 1 units from TormentsShadowGroup) and do (Actions)
            Loop - Actions
                Set TormentsShadowPosition[2] = ((Position of (Picked unit)) offset by 30.00 towards ((Facing of (Picked unit)) - 180.00) degrees)
                Set TormentsShadowUnits[3] = (Picked unit)
                Unit - Move TormentsShadowUnits[1] instantly to TormentsShadowPosition[2]
                Unit - Make TormentsShadowUnits[1] face TormentsShadowUnits[3] over 0.00 seconds
                Animation - Play TormentsShadowUnits[1]'s attack 2 animation
                Sound - Play MetalHeavySliceFlesh1 <gen> at 70.00% volume, located at (Position of (Picked unit)) with Z offset 0.00
                Unit - Cause TormentsShadowUnits[1] to damage TormentsShadowUnits[3], dealing (40.00 x (Real((Level of Torment's shadow  for TormentsShadowUnits[1])))) damage of attack type Chaos and damage type Normal


The loop part of the trigger doesn't work, he does teleport to the target unit though.

(I haven't bothered to fix leaks yet since it doesn't work.)
#42
sorry, ive got no idea whats that supposed to do ( documentation, plz? )

anyways, you can compress all those unit group calls at the start into one that uses an Or condition...

and clean up leaks :wink:
#43
Lol yeah sorry had to leave right after I posted that = rushed for time.

It's supposed to make him teleport to each unit near the unit he casts it on one at a time, and deal damage. It only teleports him to the first one.

And I will clean up leaks if I get it working.


On an unrelated note...

If a unit is being moved instantly every .01 seconds, would that make bladestorm being cast by it deal no damage?

And how come none of CRAZYRUSSIAN'S icons work for me? They are all black for me ingame. =/ I PMed him but it's been like 2 weeks and he hasn't said anything.

Also, how do you remove locations for loop interger A?
call RemoveLocation(udg_VARIABLE[IntegerA])? ?