Basic Sliding Trigger

Raizn

New Member
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2
Hi Helpers,

i got stuck on a spell cause i dont exactly know how to slide dummies to a point. could anybody explain me the basics and how to set the movement for several dummies. (like a loop for 10 dummies + facing angle movement)

bye
raizn
 

Komaqtion

You can change this now in User CP.
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469
Here's the basic concept of it:
Trigger:
  • Hash Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set TempHash = (Last created hashtable)


Trigger:
  • Spell Event
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Your Ability
    • Actions
      • Set TempInt = ((Level of (Ability being cast) for (Triggering unit)) x 100)
      • Set TempPoint = (Position of (Triggering unit))
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy Caster for (Owner of (Triggering unit)) at TempPoint facing (Facing of (Triggering unit)) degrees
          • Hashtable - Save TempInt as 1 of Key (Last created Unit) in TempHash
          • Unit Group - Add (Last created unit) to Periodic_Group
      • Custom script: call RemoveLocation(udg_TempPoint)


Trigger:
  • Periodic Move
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Periodic_Group and do (Actions)
        • Loop - Actions
          • Set TempPoint = (Position of (Picked unit))
          • Set TempPoint2 = (TempPoint offset by 5.00 towards (Facing of (Picked unit)) degrees)
          • Unit - Move (Picked unit) instantly to TempPoint2
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Hashtable - Save ((Load 1 of Key (Picked unit) from TempHash) - 5) as 1 of 0 in TempHash
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Load 1 of Key (Picked unit) from TempHash) Less than or equal to 0
            • Then - Actions
              • Hashtable - Clear all child hashtables of child Key (Picked unit) in TempHash
              • Unit Group - Remove (Picked unit) from Periodic_Group
              • Unit - Remove (Picked unit) from the game
            • Else - Actions


This will move 10 dummies (Though in the same line XD) 100/200/300 range forward from the caster over 0.6/1.2/1.8 seconds ;)

Though this will not damage units or anything like that, but that is easy to add :D
 

Raizn

New Member
Reaction score
2
to make it look like a nova i only got to change the facing angle of the dummy right ?
 
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