Spell DoTa Dope Walk Trigger

eloytoro

New Member
Reaction score
4
For those who dont know what dope walk is then: Dope Walk is a DoTa (if you dont know what DoTa is then go to www.dota-allstars.com) ability. The hero turns to invisible while leaving a illusion decoy behind

You will need:
1) The Dope Walk ability based on wind walk
2) A dummy with the "inventory (hero)" ability
3) A variable for the caster of type unit (in my case i called it DopeWalkCaster)

Trigger one
Code:
Dope Walk
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dope Walk (4)
    Actions
        Set DopeWalkCaster = (Casting unit)
        Unit - Turn collision for DopeWalkCaster Off
        Unit - Create 1 Dummy for (Owner of DopeWalkCaster) at (Position of DopeWalkCaster) facing Default building facing degrees
        Hero - Create Wand of Illusion Dummy and give it to (Last created unit)
        Hero - Order (Last created unit) to use (Last created item) on DopeWalkCaster
        Unit - Remove (Last created unit) from the game
        Trigger - Run Dope Walk Position <gen> (ignoring conditions)

Trigger 2
Code:
Dope Walk Illusion Position
    Events
    Conditions
    Actions
        Unit Group - Pick every unit in (Units within 200.00 of (Position of DopeWalkCaster) matching (((Matching unit) is an illusion) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Turn collision for (Picked unit) Off
                Unit - Move (Picked unit) instantly to (Position of DopeWalkCaster), facing (Facing of DopeWalkCaster) degrees
        Unit - Turn collision for DopeWalkCaster On
 

vypur85

Hibernate
Reaction score
803
Are you sure these triggers work?

Code:
Dope Walk
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dope Walk (4)
    Actions
        Set DopeWalkCaster = (Casting unit)
        Unit - Turn collision for DopeWalkCaster Off
        Unit - Create 1 Dummy for (Owner of DopeWalkCaster) at (Position of DopeWalkCaster) facing Default building facing degrees
        Hero - Create Wand of Illusion Dummy and give it to (Last created unit)
        Hero - Order (Last created unit) to use (Last created item) on DopeWalkCaster
[B]        Unit - Remove (Last created unit) from the game[/B] <-- Use expiration timer instead
        Trigger - Run Dope Walk Position <gen> (ignoring conditions)

Both your triggers leak point and unit group. And if I'm not mistaken, this ability has already been submitted :rolleyes:. But still a good effort though :).
 

U are a noob

Mega Super Ultra Cool Member
Reaction score
152
Are you sure these triggers work?

Code:
Dope Walk
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dope Walk (4)
    Actions
        Set DopeWalkCaster = (Casting unit)
        Unit - Turn collision for DopeWalkCaster Off
        Unit - Create 1 Dummy for (Owner of DopeWalkCaster) at (Position of DopeWalkCaster) facing Default building facing degrees
        Hero - Create Wand of Illusion Dummy and give it to (Last created unit)
        Hero - Order (Last created unit) to use (Last created item) on DopeWalkCaster
[B]        Unit - Remove (Last created unit) from the game[/B] <-- Use expiration timer instead
        Trigger - Run Dope Walk Position <gen> (ignoring conditions)

Both your triggers leak point and unit group. And if I'm not mistaken, this ability has already been submitted :rolleyes:. But still a good effort though :).

Wrong that is not a leak.

For those who dont know what dope walk is then: Dope Walk is a DoTa (if you dont know what DoTa is then go to www.dota-allstars.com) ability. The hero turns to invisible while leaving a illusion decoy behind

You will need:
1) The Dope Walk ability based on wind walk
2) A dummy with the "inventory (hero)" ability
3) A variable for the caster of type unit (in my case i called it DopeWalkCaster)

Trigger one
Code:
Dope Walk
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dope Walk (4)
    Actions
        Set DopeWalkCaster = (Casting unit)
        Unit - Turn collision for DopeWalkCaster Off
        Unit - Create 1 Dummy for (Owner of DopeWalkCaster) at (Position of DopeWalkCaster) facing Default building facing degrees
        Hero - Create Wand of Illusion Dummy and give it to (Last created unit)
        Hero - Order (Last created unit) to use (Last created item) on DopeWalkCaster
        Unit - Remove (Last created unit) from the game
        Trigger - Run Dope Walk Position <gen> (ignoring conditions)

Trigger 2
Code:
Dope Walk Illusion Position
    Events
    Conditions
    Actions
        Unit Group - Pick every unit in (Units within 200.00 of (Position of DopeWalkCaster) matching (((Matching unit) is an illusion) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Turn collision for (Picked unit) Off
                Unit - Move (Picked unit) instantly to (Position of DopeWalkCaster), facing (Facing of DopeWalkCaster) degrees
        Unit - Turn collision for DopeWalkCaster On

Why can't you just use:
Code:
Dope Walk
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dope Walk (4)
    Actions
        Set DopeWalkCaster = (Casting unit)
        Unit - Turn collision for DopeWalkCaster Off
        Unit - Create 1 Dummy for (Owner of DopeWalkCaster) at (Position of DopeWalkCaster) facing Default building facing degrees
        Hero - Create Wand of Illusion Dummy and give it to (Last created unit)
        Hero - Order (Last created unit) to use (Last created item) on DopeWalkCaster
        Unit - Remove (Last created unit) from the game
        Unit Group - Pick every unit in (Units within 200.00 of (Position of DopeWalkCaster) matching (((Matching unit) is an illusion) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Turn collision for (Picked unit) Off
                Unit - Move (Picked unit) instantly to (Position of DopeWalkCaster), facing (Facing of DopeWalkCaster) degrees
        Unit - Turn collision for DopeWalkCaster On
 

vypur85

Hibernate
Reaction score
803
>Wrong that is not a leak.

Unit - Remove (Last created unit) from the game <-- Use expiration timer instead

The trigger does leak. That line was bolded just for the sake of the comment. 'Use expiration timer instead'. :rolleyes:
 

Sim

Forum Administrator
Staff member
Reaction score
534
> Wrong that is not a leak.

:confused:

What is a leak, then? :rolleyes:
 

eloytoro

New Member
Reaction score
4
Why can't you just use:
Code:
Dope Walk
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dope Walk (4)
    Actions
        Set DopeWalkCaster = (Casting unit)
        Unit - Turn collision for DopeWalkCaster Off
        Unit - Create 1 Dummy for (Owner of DopeWalkCaster) at (Position of DopeWalkCaster) facing Default building facing degrees
        Hero - Create Wand of Illusion Dummy and give it to (Last created unit)
        Hero - Order (Last created unit) to use (Last created item) on DopeWalkCaster
        Unit - Remove (Last created unit) from the game
        Unit Group - Pick every unit in (Units within 200.00 of (Position of DopeWalkCaster) matching (((Matching unit) is an illusion) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Turn collision for (Picked unit) Off
                Unit - Move (Picked unit) instantly to (Position of DopeWalkCaster), facing (Facing of DopeWalkCaster) degrees
        Unit - Turn collision for DopeWalkCaster On

i tried it, but it didnt work, in the moment i changed it to two diferent triggers it worked.

PS: im not from usa and i didnt remembered that Dope Walk its correctly written like "Doppelwalk" sorry :p
 
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