Spell Ice Entrapment - GUI MUI

lindenkron

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102
Ice Entrapment

Constructed criticism appreciated. Rest ain't. :)

Pros
  • GUI MUI
  • Leakless (to my knowledge :rolleyes:)
  • Easy to import (Simple 10 step guide *again*).
  • Simple but cool spell if you ask me :rolleyes:

Cons
  • Looks funny when used on trees (since the units move trying to fit into place)
  • Might be hard to modify the circle.

The 10 step guide.
  1. Open the attached map in your World Editor.
  2. Open your own map in your World Editor.
  3. Go to your map. And 'Check' "Automatically create unknown variables while pasting trigger data" This can be found at: File -> Preferences -> General Tap (First one)
  4. Open the attached map.
  5. Go to F6 and Copy (Ctrl + C) Paste (Ctrl + V) all the custom Abilities into your map.
  6. Repeat 4 and 5, just with the custom Units (F6)
  7. Open the attached map.
  8. Select the triggers called: 'IceEntrapment' & 'Animation' copy them.
  9. Open your map, paste the Triggers in.
  10. Test your map.

Description
24oufs2.jpg

Code
Trigger:
  • IceEntrapment
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ice Entrapment
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • IECustomValue Less than 1000
        • Then - Actions
          • Set IECustomValue = (IECustomValue + 1)
        • Else - Actions
          • Set IECustomValue = 0
      • -------- SetVariables --------
      • Set IECaster[IECustomValue] = (Triggering unit)
      • Set IETarget[IECustomValue] = (Target point of ability being cast)
      • Set IEOffset[IECustomValue] = 400.00
      • Set IEDegress[IECustomValue] = 0.00
      • Set IEDegreesIncrease[IECustomValue] = 20.00
      • Set IELiveTime[1] = 2.00
      • Set IELiveTime[2] = 4.00
      • Set IELiveTime[3] = 6.00
      • -------- Spell --------
      • For each (Integer A) from 1 to 18, do (Actions)
        • Loop - Actions
          • Set IETempLocation1 = (Position of IECaster[IECustomValue])
          • Set IETempLocation2 = (IETempLocation1 offset by IEOffset[IECustomValue] towards IEDegress[IECustomValue] degrees)
          • Set IETempGroup1 = (Units within 100.00 of IETempLocation2 matching ((((Triggering unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))
          • Unit Group - Pick every unit in IETempGroup1 and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Picked unit)) Equal to IceBlock (Animation)
                • Then - Actions
                  • Unit - Remove (Picked unit) from the game
                • Else - Actions
                  • Unit - Move (Picked unit) instantly to (IETempLocation2 offset by 100.00 towards -180.00 degrees)
          • Destructible - Create a Pathing Blocker (Ground) (Large) at IETempLocation2 facing IEDegress[IECustomValue] with scale 1.00 and variation 0
          • Set IEPathBlock = (Last created destructible)
          • Trigger - Run PathBlock <gen> (ignoring conditions)
          • Custom script: call DestroyGroup (udg_IETempGroup1)
          • Unit - Create 1 IceBlock (Animation) for (Owner of IECaster[IECustomValue]) at IETempLocation2 facing Default building facing degrees
          • Set IETempUnit = (Last created unit)
          • Trigger - Run Animation <gen> (ignoring conditions)
          • Unit - Add a IELiveTime[(Level of Ice Entrapment for IECaster[IECustomValue])] second Generic expiration timer to (Last created unit)
          • Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
          • Custom script: call RemoveLocation (udg_IETempLocation2)
          • Custom script: call RemoveLocation (udg_IETempLocation1)
          • Set IEDegress[IECustomValue] = (IEDegress[IECustomValue] + IEDegreesIncrease[IECustomValue])
      • Unit - Pause IECaster[IECustomValue]
      • Unit - Move IECaster[IECustomValue] instantly to IETarget[IECustomValue]
      • Unit - Unpause IECaster[IECustomValue]
      • Special Effect - Create a special effect at IETarget[IECustomValue] using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- ResetAll --------
      • Set IECaster[IECustomValue] = No unit
      • Set IEDegress[IECustomValue] = 0.00
      • Custom script: call RemoveLocation (udg_IETarget[udg_IECustomValue])

Trigger:
  • Animation
    • Events
    • Conditions
    • Actions
      • Custom script: local unit tempUnit
      • Custom script: set tempUnit = udg_IETempUnit
      • Wait 0.50 seconds
      • Custom script: set udg_IETempUnit = tempUnit
      • Animation - Change IETempUnit's animation speed to 0.00% of its original speed


Trigger:
  • PathBlock
    • Events
    • Conditions
    • Actions
      • Custom script: local destructable tempDestructable
      • Custom script: set tempDestructable = udg_IEPathBlock
      • Wait IELiveTime[(Level of Ice Entrapment for IECaster[IECustomValue])] seconds
      • Custom script: set udg_IEPathBlock = tempDestructable
      • Destructible - Remove IEPathBlock

Screenshot
34njmuv.jpg
24zgcnq.jpg
242vfd0.jpg

Change Log:
v1.1
Fixed the ice blocks, no longer selectable. Replaced with pathblockers that are removed.

Hope anyone can use it. +Rep for usage is appreciated :thup:
-Lindenkron <3
 

Attachments

  • iceentrapmentv1.1.w3x
    38.7 KB · Views: 302

lindenkron

You can change this now in User CP
Reaction score
102
About the ice blocks.
Set the Selection Scale to 0.(Hold Shift)

Tried that, it still selects it. The "health" bar just shows up at a random spot then. Some default spot.

So I set selection to 10, so atleast the health bars is over the iceblock :rolleyes:
 

mordocai

New Member
Reaction score
17
i may be blind but i cant see map>>. I would like to use this :thup: of course +rep
 

Kenny

Back for now.
Reaction score
202
Give the ice block units locust and no collision, and make pathing blockers at the location of each unit. It would look much nicer.
 

lindenkron

You can change this now in User CP
Reaction score
102
i may be blind but i cant see map>>. I would like to use this :thup: of course +rep

Pretty sure I attached it. But it was gone :eek:. Thanks for saying it, I added it again :rolleyes:

Give the ice block units locust and no collision, and make pathing blockers at the location of each unit. It would look much nicer.

I would have to remove those blockers again, and I can't add experation timer to a destructible.. Any suggestion? (I already went this way hehe, just not good enough to complete it :rolleyes:)
 

Kenny

Back for now.
Reaction score
202
Code:
custom script: RemoveDestructable(<Your Destructable>)

Also, i suggest that in the future when you are thinking of submitting multiple spells, make a spellpack and submit them.

Currently you have 3 spells on the first page alone, all of which have been submitted within ~2 days of each other.

It would make it far easier on mods, and all of us, if all the spells were together.
 

Kenny

Back for now.
Reaction score
202
You forgot the 'call' there kenny.

Haha, i thought i did. I was in a hurry, and when i walked out the door i was like wait, i think i missed something.

You may want to update the code in your opening post too.
 

BlackRose

Forum User
Reaction score
239
Trigger:
  • Set IECaster[IECustomValue] = No unit


No need.

I'm not sure, but use 0.00 or something instead of building default facing degrees.

Nice spell, at first I thought it was just a Blink with damage, then I tested it, and it blocks enemies. It Blinks so you aren't blocked right?

+REP.
 
Reaction score
341
Trigger:
  • Set IECaster[IECustomValue] = No unit


No need.

I'm not sure, but use 0.00 or something instead of building default facing degrees.

Nice spell, at first I thought it was just a Blink with damage, then I tested it, and it blocks enemies. It Blinks so aren't blocked right?

+REP.

Yea only locals need to be nulled, not globals. :thup:
 

Psiblade94122

In need of sleep
Reaction score
138
>Fixed the ice blocks, no longer selectable. Replaced with pathblockers that are removed.

actualy, the easyer way was to make it so you give the unit locoust, hide the unit, then remove locoust from the unit, youll be left with a selectless, hpbar less unit

also i think itll be cool to have it so the ice wall will grow depending on how far you teleported cuz right now you can be trapped in your own wall... unless thats what you intend to have it
 

vypur85

Hibernate
Reaction score
803
The dummy unit seems a little bit useless, don't you think? You could've just change the pathing blocker model to an icy block model. Instead of creating both unit and destructible.
 
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