Dinowc
don't expect anything, prepare for everything
- Reaction score
- 223
GUI Powershot
SPELL UPDATED
_____________________
here's my GUI Powershot (not the exact Windrunner's powershot but almost )
Good stuff:
MUI
Leakless
Lagless
Levelable
Bad stuff:
First time cast lag
Made in GUI
Ugly code and terrain?
Powershot
Fires an arrow with deadly precision at target location piercing trough any enemy unit along the way damaging them. The damage dealt is greatest to the first target it hits and is reduced by 15% with each other it passes through.
Cast range - 1500.
Level 1 - Deals 150 damage to the first target.
Level 2 - Deals 225 damage to the first target.
Level 3 - Deals 300 damage to the first target.
Level 4 - Deals 375 damage to the first target.
damn arrow is fast so I couldn't make better screenshots xd
ouch! that hurts
projectiles
part of the conditions in the upper trigger are missing (in the Damage_group), and those are VERY important
I suggest you to dl the map and see the full trigger
here is the map
View attachment 29946
_____________
thanks to Tom Kazansky who did some changes
SPELL UPDATED
_____________________
here's my GUI Powershot (not the exact Windrunner's powershot but almost )
Good stuff:
MUI
Leakless
Lagless
Levelable
Bad stuff:
First time cast lag
Made in GUI
Ugly code and terrain?
How to import:
1. Download and open the map, and copy EVERY trigger into your map's trigger editor
2. Copy the units from the object editor, although you don't need the caster but the Arrow dummy unit
3. Make sure you have the Vexorian's dummy model, if you don't, export the dummy from the map in import manager and import it into your map
4. Finally, copy the ability called Powershot and give it to the unit
5. Change names of the variables (recommended) because the names listed bellow are too common
if you got any problems importing, PM me!
Powershot
Fires an arrow with deadly precision at target location piercing trough any enemy unit along the way damaging them. The damage dealt is greatest to the first target it hits and is reduced by 15% with each other it passes through.
Cast range - 1500.
Level 1 - Deals 150 damage to the first target.
Level 2 - Deals 225 damage to the first target.
Level 3 - Deals 300 damage to the first target.
Level 4 - Deals 375 damage to the first target.
damn arrow is fast so I couldn't make better screenshots xd
ouch! that hurts
projectiles
Trigger:
- Powershot cast
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to (==) Powershot
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- MUI_count Less than (<) 1000
- Then - Actions
- Set MUI_count = (MUI_count + 1)
- Else - Actions
- Set MUI_count = 0
- If - Conditions
- Set Caster_pos = (Position of (Triggering unit))
- Set Target_point[MUI_count] = (Target point of ability being cast)
- Set Caster_offset = (Caster_pos offset by 75.00 towards (Facing of (Triggering unit)) degrees)
- Set Distance[MUI_count] = (Distance between Caster_offset and Target_point[MUI_count])
- Set Real[MUI_count] = 0.00
- Set Angle[MUI_count] = (Angle from Caster_offset to Target_point[MUI_count])
- Unit - Create 1 Arrow dummy for (Owner of (Triggering unit)) at Caster_offset facing Angle[MUI_count] degrees
- Set Arrow[MUI_count] = (Last created unit)
- Special Effect - Create a special effect attached to the origin of Arrow[MUI_count] using Abilities\Weapons\BallistaMissile\BallistaMissile.mdl
- Set Arrow_effect[MUI_count] = (Last created special effect)
- Special Effect - Create a special effect attached to the origin of Arrow[MUI_count] using Abilities\Spells\Other\Tornado\Tornado_Target.mdl
- Set Trail_effect[MUI_count] = (Last created special effect)
- Special Effect - Create a special effect attached to the origin of Arrow[MUI_count] using Abilities\Spells\Other\Tornado\Tornado_Target.mdl
- Set Trail_effect2[MUI_count] = (Last created special effect)
- Unit - Add Crow Form to Arrow[MUI_count]
- Unit - Remove Crow Form from Arrow[MUI_count]
- Animation - Change Arrow[MUI_count] flying height to 60.00 at 0.00
- Unit - Set the custom value of Arrow[MUI_count] to MUI_count
- Unit Group - Add Arrow[MUI_count] to Arrow_group
- Set Arrow_damage[MUI_count] = (75.00 + (75.00 x (Real((Level of Powershot for (Triggering unit))))))
- Custom script: call RemoveLocation(udg_Caster_pos)
- Custom script: call RemoveLocation(udg_Target_point[udg_MUI_count])
- Custom script: call RemoveLocation(udg_Caster_offset)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Powershot effect
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- (Number of units in Arrow_group) Greater than (>) 0
- Actions
- Unit Group - Pick every unit in Arrow_group and do (Actions)
- Loop - Actions
- Set Arrow_value = (Custom value of (Picked unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Real[Arrow_value] Less than (<) Distance[Arrow_value]
- Then - Actions
- Set Arrow_pos = (Position of (Picked unit))
- Set Arrow_offset = (Arrow_pos offset by 50.00 towards Angle[Arrow_value] degrees)
- Unit - Move Arrow[Arrow_value] instantly to Arrow_offset
- -------- -------- --------
- Special Effect - Create a special effect at Arrow_pos using Abilities\Spells\Other\Tornado\Tornado_Target.mdl
- Set TempSFX = (Last created special effect)
- Trigger - Run Powershot SFX Trail <gen> (ignoring conditions)
- -------- -------- --------
- Set Damage_group = (Units within 80.00 of Arrow_offset matching ((((Matching unit) is in Already_damaged[Arrow_value]) Equal to (==) False) and ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) belongs to an enemy of (Owner of Arrow[Arrow_value])) E
- Unit Group - Pick every unit in Damage_group and do (Actions)
- Loop - Actions
- Unit - Cause Arrow[Arrow_value] to damage (Picked unit), dealing Arrow_damage[Arrow_value] damage of attack type Normal and damage type Normal
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
- Special Effect - Destroy (Last created special effect)
- Floating Text - Create floating text that reads ((String((Integer(Arrow_damage[Arrow_value])))) + !) above (Picked unit) with Z offset 50.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 75.00 towards 90.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
- Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
- Unit Group - Add (Picked unit) to Already_damaged[Arrow_value]
- Set Arrow_damage[Arrow_value] = (Arrow_damage[Arrow_value] x 0.85)
- Loop - Actions
- Destructible - Pick every destructible within 80.00 of Arrow_pos and do (Destructible - Kill (Picked destructible))
- Custom script: call RemoveLocation(udg_Arrow_pos)
- Custom script: call RemoveLocation(udg_Arrow_offset)
- Custom script: call DestroyGroup(udg_Damage_group)
- Set Real[Arrow_value] = (Real[Arrow_value] + 50.00)
- Else - Actions
- Special Effect - Destroy Arrow_effect[Arrow_value]
- Special Effect - Destroy Trail_effect[Arrow_value]
- Special Effect - Destroy Trail_effect2[Arrow_value]
- Unit Group - Remove Arrow[Arrow_value] from Arrow_group
- Unit Group - Remove all units from Already_damaged[Arrow_value]
- Unit - Add a 0.03 second Water Elemental expiration timer to Arrow[Arrow_value]
- If - Conditions
- Loop - Actions
- Unit Group - Pick every unit in Arrow_group and do (Actions)
- Events
part of the conditions in the upper trigger are missing (in the Damage_group), and those are VERY important
I suggest you to dl the map and see the full trigger
Trigger:
- Powershot SFX Trail
- Events
- Conditions
- Actions
- Custom script: local effect e = udg_TempSFX
- Wait 1.50 seconds
- Custom script: set udg_TempSFX = e
- Special Effect - Destroy TempSFX
- Custom script: set e = null
here is the map
View attachment 29946
_____________
thanks to Tom Kazansky who did some changes