Making these 2 abilities MUI

yunusowic

New Member
Reaction score
7
I made this 2 abilities for my map. They work fine but if 2 players cast them at the same time there are some problems. They can't be done without variables i guess and i tried to use arrays but didn't work. The first skill is 'Push'. A knockback skill.
Push Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Push
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) is A Hero) Equal to True
Then - Actions
Game - Display to (All allies of (Triggering player)) for 4.00 seconds the text: |cff8080ffYou can o...
Unit - Order (Casting unit) to Stop
Else - Actions
Set Caster = (Casting unit)
Set Point = (Position of (Casting unit))
Set Move = (Position of (Target unit of ability being cast))
Set Pushed = (Target unit of ability being cast)
Set Angle = (Integer((Angle from Point to Move)))
Unit - Turn collision for Pushed Off
Unit - Pause Pushed
Trigger - Turn on Push Action <gen>
Push Action
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Distance = (Integer((Distance between Point and Move)))
Set Move = (Move offset by 25.00 towards (Real(Angle)) degrees)
Unit - Move Pushed instantly to Move
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real(Distance)) Greater than or equal to 2500.00
Then - Actions
Unit - Turn collision for Pushed On
Unit - Unpause Pushed
Trigger - Turn off (This trigger)
Else - Actions

The second skill is Toss. (Tiny, DotA)
Throw Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Throw
Actions
Set Point = (Position of (Casting unit))
Set Target = (Random unit from (Units within 200.00 of (Position of (Casting unit)) matching ((((Matching unit) is alive) Equal to True) and ((Matching unit) Not equal to (Casting unit)))))
Unit - Add Crow Form to Target
Unit - Turn collision for Target Off
Set Move = (Position of Target)
Set Distance = (Integer((Distance between Point and (Target point of ability being cast))))
Set Angle = (Integer((Angle from Point to (Target point of ability being cast))))
Trigger - Turn on Throw Fly <gen>
Throw Fly
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Move = (Move offset by 40.00 towards (Real(Angle)) degrees)
Animation - Change Target flying height to ((Current flying height of Target) + 25.00) at 0.00
Unit - Move Target instantly to Move
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Move and Point) Greater than or equal to ((Real(Distance)) / 2.00)
Then - Actions
Trigger - Turn on Throw Land <gen>
Trigger - Turn off (This trigger)
Else - Actions
Throw Land
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Move = (Move offset by 40.00 towards (Real(Angle)) degrees)
Animation - Change Target flying height to ((Current flying height of Target) - 25.00) at 0.00
Unit - Move Target instantly to Move
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Move and Point) Greater than or equal to (Real(Distance))
Then - Actions
Unit - Remove Crow Form from Target
Unit - Turn collision for Target On
Animation - Change Target flying height to 0.00 at 0.00
Unit - Cause Target to damage circular area after 0.00 seconds of radius 400.00 at Move, dealing 10.00 damage of attack type Spells and damage type Normal
Special Effect - Create a special effect at Move using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Trigger - Turn off (This trigger)
Else - Actions

I want these 2 skills to be castable for every player in the map.
 

darkbeer

Beer is Good!
Reaction score
84
you can also use gui:

make all variables that are passed in an array, store the maximum number of instances in an integer, set all array variables to the current integer instances.
Then in your slide trigger: loop through all instances, do your actions and after that receycle your variables.

AND please, use real variables for distances / angles!

e.g. !This is just to give you the idea, you leak a lot of points here which i didnt yet remove, because im short on time!

Code:
Push Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Push
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) is A Hero) Equal to True
Then - Actions
Game - Display to (All allies of (Triggering player)) for 4.00 seconds the text: |cff8080ffYou can o...
Unit - Order (Casting unit) to Stop
Else - Actions
set PushInstances = PushInstances + 1
Set Caster[PushInstances] = (Casting unit)
Set Point[PushInstances] = (Position of (Casting unit))
Set Move[PushInstances] = (Position of (Target unit of ability being cast))
Set Pushed[PushInstances] = (Target unit of ability being cast)
Set Angle[PushInstances] = Angle from Point to Move // make this a real instead of integer
Unit - Turn collision for Pushed Off
Unit - Pause Pushed
Trigger - Turn on Push Action <gen>

Code:
Push Action
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each integerA from 1 to PushInstances do actions
    Actions //everything is inside here
        
Set Distance[integerA] = Distance between Point and Move
Set Move[integerA] = (Move[integerA] offset by 25.00 towards Angle[integerA]) degrees)
Unit - Move Pushed[integerA] instantly to Move
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Distance[integerA] Greater than or equal to 2500.00
Then - Actions
set Pushed[integerA] = Pushed[PushInstances]
set Angle[integerA] = Angle[PushInstances]
set Distance[integerA] =  Distance[PushInstances]
set Move[integerA] = Move[PushInstances]
set PushInstances = PushInstances - 1
for each integerA from integerA - 1 to integerA - 1 do Actions
    Actions //nothing here 
Unit - Turn collision for Pushed On
Unit - Unpause Pushed
if PushInstances = 0 then
    Trigger - Turn off (This trigger)
endif
Else - Actions
 
F

Foley

Guest
You could convert the trigger to JASS and make them all locals.
 

Flare

Stops copies me!
Reaction score
662
You could convert the trigger to JASS and make them all locals.

... why do people have this idea that "make everything local" works wonders? There are multiple triggers used, and locals can be used outside of the function they were declared in. You would need some way of attaching the data to the unit (custom value) or something else
 

yunusowic

New Member
Reaction score
7
i made 12 triggers for each player and made the variables array. Different triggers start for different players. But it didn't work. The skills only work when Player 1 casts them.
 
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