Dash skill

adeoin

Member
Reaction score
11
I need help on a dash skill i've been try to make. But im very nooby :p could anyone tell me how to start the turn on trigger. Mine looks this

Code:
 Events
    Unit - A unit Begins casting an ability
Conditions
    (Ability being cast) Equal to Flame Dash 
Actions
    Set Caster = (Casting unit)
    Set TargetUnit = (Target unit of ability being cast)
    [B]Set Angle = ((Position of Caster) offset by (Angle from (Position of Caster) to (Position of TargetUnit)) towards 0.00 degrees)[/B]
Trigger - Turn on Flame Dash Move <gen>

I think i got the bolded part really wrong :p. When i was doing this i bsed that part and prentending i knew what 2 do. It sucked.... could any tell me what i did wrong.'

EDIT:the spell base is firebolt so i just want the caster to get to the target of the firebolt
 

Komaqtion

You can change this now in User CP.
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469
Well, does it need to be MUI ? :S

And also, I see you've been trying to get an angle there, I mean the "Angle" variable..
That is a Point variable, right ? It's supposed to ba a "Real" variable, which should be set to only this:
Code:
Angle from (Position of Caster) to (Position of TargetUnit)
Though, that trigger leaks quite a bit...

You should read this tutorial on leaks :D

http://www.thehelper.net/forums/showthread.php?t=27219

Then, in the other trigger, do something like this:
Trigger:
  • Dash
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • Set TempPoint = (Position of TargetUnit)
      • Set Temp_Rect = (Region centered at TempPoint with size (5.00, 5.00))
      • Custom script: call RemoveLocation(udg_TempPoint)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Temp_Rect contains Caster) Equal to True
        • Then - Actions
          • Set TempPoint = (Position of Caster)
          • Set TempPoint2 = (TempPoint offset by 5.00 towards 0.00 degrees)
          • Unit - Move Caster instantly to TempPoint
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Custom script: call RemoveLocation(udg_TempPoint)
        • Else - Actions
      • Custom script: call RemoveRect(udg_Temp_Rect)


Haven't tested though :S
 

Summoned

New Member
Reaction score
51
Fully MUI dash in GUI (homes in on the target):

EDIT: OOPS, put the wait at the wrong place. ;)
Trigger:
  • Slide 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Firebolt (Neutral Hostile)
    • Actions
      • Set DashUnitCount = (DashUnitCount + 1)
      • Set Dasher[DashUnitCount] = (Triggering unit)
      • Set DashTarget[DashUnitCount] = (Target unit of ability being cast)
      • ---------- Put Wait Here ---------
      • Unit - Pause (Triggering unit)
      • Unit - Turn collision for (Triggering unit) Off
      • Animation - Play (Triggering unit)&#039;s channel animation
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Slide 2 &lt;gen&gt; is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Slide 2 &lt;gen&gt;
        • Else - Actions

Trigger:
  • Slide 2
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DashUnitCount Greater than 0
        • Then - Actions
          • For each (Integer A) from 1 to DashUnitCount, do (Actions)
            • Loop - Actions
              • Set Casterpoint = (Position of Dasher[(Integer A)])
              • Set Targetpoint = (Position of DashTarget[(Integer A)])
              • Set Angle = (Angle from Casterpoint to Targetpoint)
              • Set Distance = (Distance between Casterpoint and Targetpoint)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Dasher[(Integer A)] is alive) Equal to True
                  • (DashTarget[(Integer A)] is alive) Equal to True
                  • Distance Greater than or equal to 125.00
                • Then - Actions
                  • Set MoveToPoint = (Casterpoint offset by 40.00 towards Angle degrees)
                  • -------- Add special effects/conditions here. --------
                  • Unit - Move Dasher[(Integer A)] instantly to MoveToPoint
                  • Custom script: call RemoveLocation(udg_MoveToPoint)
                • Else - Actions
                  • Unit - Unpause Dasher[(Integer A)]
                  • Unit - Turn collision for Dasher[(Integer A)] On
                  • Animation - Reset Dasher[(Integer A)]&#039;s animation
                  • -------- This part keeps the array from maxing out. --------
                  • For each (Integer B) from ((Integer A) + 1) to DashUnitCount, do (Actions)
                    • Loop - Actions
                      • Set Dasher[((Integer B) - 1)] = Dasher[(Integer B)]
                      • Set DashTarget[((Integer B) - 1)] = DashTarget[(Integer B)]
                  • Set DashUnitCount = (DashUnitCount - 1)
              • Custom script: call RemoveLocation(udg_Targetpoint)
              • Custom script: call RemoveLocation(udg_Casterpoint)
        • Else - Actions
          • Trigger - Turn off (This trigger)
 

adeoin

Member
Reaction score
11
Hey Komagton i don't get this part within the trigger(thebolded part) Why would u set a variable then remove it before it is used?


Code:
* Dash
           Events
                 Time - Every 0.05 seconds of game time
           Conditions
           Actions
                [B][I]+ Set TempPoint = (Position of TargetUnit)[/I][/B]
                 Set Temp_Rect = (Region centered at TempPoint with size (5.00, 5.00))
                [B][I]+ Custom script: call RemoveLocation(udg_TempPoint)[/I][/B]
                 If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                       If - Conditions
                             (Temp_Rect contains Caster) Equal to True
                       Then - Actions
                             Set TempPoint = (Position of Caster)
                             Set TempPoint2 = (TempPoint offset by 5.00 towards 0.00 degrees)
                             Unit - Move Caster instantly to TempPoint
                             Custom script: call RemoveLocation(udg_TempPoint2)
                             Custom script: call RemoveLocation(udg_TempPoint)
                       Else - Actions
                 Custom script: call RemoveRect(udg_Temp_Rect)
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Well, it's already been used (Set Temp_Rect = (Region centered at TempPoint with size (5.00, 5.00)))
And I didn't wanna use too many different variables (Lazy, lol XD) so I did it that way :D
 
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