[E] GUI to MUI (trigger skill)

takethat

Active Member
Reaction score
12
i use trigger to create a skill that when the caster cast the spell, it will:

-create 5 dummy caster with 0.5sec wait in btween
-5 dummy caster will attack random point 1 time each
-5 dummy caster will be expire in 0.5sec
-dummy attack combat animation is 0

to save space, i only copy 1 action since the other 4 is repeating.

Code:
Flaming Arrow Cast
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Flaming Arrow (Forked Lighning)
    Actions
        Set FlamingArrow_targetunit[(Player number of (Owner of (Casting unit)))] = (Target unit of ability being cast)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Hero_unit[(Player number of (Owner of (Casting unit)))] is alive) Equal to True
            Then - Actions
                Set FlamingArrow_heropoint[(Player number of (Owner of (Cancelled structure)))] = (Position of Hero_unit[(Player number of (Owner of (Casting unit)))])
                Set FlamingArrow_targetunitpoint[(Player number of (Owner of (Casting unit)))] = (Position of FlamingArrow_targetunit[(Player number of (Owner of (Casting unit)))])
                Set FlamingArrow_realpoint[(Player number of (Owner of (Casting unit)))] = (Random real number between 0.00 and 200.00)
                Set FlamingArrow_realdegree[(Player number of (Owner of (Casting unit)))] = (Random angle)
                Set FlamingArrow_casterpoint[(Player number of (Owner of (Casting unit)))] = (FlamingArrow_heropoint[(Player number of (Owner of (Casting unit)))] offset by FlamingArrow_realpoint[(Player number of (Owner of (Casting unit)))] towards FlamingArrow_realdegree[(Player number of (Owner of (Casting unit)))] degrees)
                Set FlamingArrow_RealH[(Player number of (Owner of (Casting unit)))] = (Random real number between 100.00 and 300.00)
                Set FlamingArrow_targetRealpoint[(Player number of (Owner of (Casting unit)))] = (Random real number between 0.00 and 350.00)
                Set FlamingArrow_targetRealdegree[(Player number of (Owner of (Casting unit)))] = (Random angle)
                Set FlamingArrow_targetpoint[(Player number of (Owner of (Casting unit)))] = (FlamingArrow_targetunitpoint[(Player number of (Owner of (Casting unit)))] offset by FlamingArrow_targetRealpoint[(Player number of (Owner of (Casting unit)))] towards FlamingArrow_targetRealdegree[(Player number of (Owner of (Casting unit)))] degrees)
                Unit - Create 1 Flaming Arrow Caster for (Owner of (Casting unit)) at FlamingArrow_casterpoint[(Player number of (Owner of (Casting unit)))] facing (Facing of Hero_unit[(Player number of (Owner of (Casting unit)))]) degrees
                Unit - Add Crow Form to (Last created unit)
                Unit - Remove Crow Form from (Last created unit)
                Animation - Change (Last created unit) flying height to FlamingArrow_RealH[(Player number of (Owner of (Casting unit)))] at 90000000.00
                Unit - Order (Last created unit) to Attack Ground FlamingArrow_targetpoint[(Player number of (Owner of (Casting unit)))]
                Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation (udg_FlamingArrow_heropoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_targetunitpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_casterpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_targetpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
            Else - Actions
                Do nothing
        Wait 0.50 seconds
        Set FlamingArrow_targetunit[(Player number of (Owner of (Casting unit)))] = No unit


Now the problem is this skill will went off in the middle if the unit cast another spell while this trigger still going.

Is there anyway to kept the trigger to go on? preferly not jass

10q
 

takethat

Active Member
Reaction score
12
this is wat the skill does

-create 5 dummy caster with 0.5sec wait in btween
-5 dummy caster will attack random point 1 time each
-5 dummy caster will be expire in 0.5sec
-dummy attack combat animation is 0
 

Charapanga

New Member
Reaction score
46
Well if you have waits its near-impossible making it MUI, if you'd know jass it would be much easier..
 

MoonSlinger

I Love using Cheap Tricks... only Results matters
Reaction score
74
There are a tutorial and a system about making MUI in GUI.
Try reading them up.


From the codes, you seem to have made it MPI,
just need some changes and it will be enough:

Change:
"(Player number of (Owner of (Casting unit)))"
to
"Custom value of (Triggering unit)"

Add a few lines of code for setting the "Custom Value" of each unit and you have it done. :D
(Casting Unit) << not good, use (Triggering Unit), it survives even after a wait.
 

takethat

Active Member
Reaction score
12
i prefer no jass because i have little or no knowledge of understanding it by myselve, but if this cant be make into mui without jass. hopefully some 1 can teach how to translate this...

i dont know if theres adi similar skill but this skill i think quite nice, i get the idea from the manga Negima!: Magister Negi Magi
 

darkbeer

Beer is Good!
Reaction score
84
this can be made mui without using jass, it is just more complicated ......

show us the whole trigger please...
 

takethat

Active Member
Reaction score
12
very long,


actually the problem is, the trigger will off when other trigger ability turn on, for example,

if you cast this skill, before all the five flaming arrow shoot out, you cast another skill, then the flaming arrow caster will not spawn any more

basically this skill can be cast by all 12 player in same time

Code:
Flaming Arrow Cast
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Flaming Arrow (Forked Lighning)
    Actions
        Set FlamingArrow_targetunit[(Player number of (Owner of (Casting unit)))] = (Target unit of ability being cast)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Hero_unit[(Player number of (Owner of (Casting unit)))] is alive) Equal to True
            Then - Actions
                Set FlamingArrow_heropoint[(Player number of (Owner of (Cancelled structure)))] = (Position of Hero_unit[(Player number of (Owner of (Casting unit)))])
                Set FlamingArrow_targetunitpoint[(Player number of (Owner of (Casting unit)))] = (Position of FlamingArrow_targetunit[(Player number of (Owner of (Casting unit)))])
                Set FlamingArrow_realpoint[(Player number of (Owner of (Casting unit)))] = (Random real number between 0.00 and 200.00)
                Set FlamingArrow_realdegree[(Player number of (Owner of (Casting unit)))] = (Random angle)
                Set FlamingArrow_casterpoint[(Player number of (Owner of (Casting unit)))] = (FlamingArrow_heropoint[(Player number of (Owner of (Casting unit)))] offset by FlamingArrow_realpoint[(Player number of (Owner of (Casting unit)))] towards FlamingArrow_realdegree[(Player number of (Owner of (Casting unit)))] degrees)
                Set FlamingArrow_RealH[(Player number of (Owner of (Casting unit)))] = (Random real number between 100.00 and 300.00)
                Set FlamingArrow_targetRealpoint[(Player number of (Owner of (Casting unit)))] = (Random real number between 0.00 and 350.00)
                Set FlamingArrow_targetRealdegree[(Player number of (Owner of (Casting unit)))] = (Random angle)
                Set FlamingArrow_targetpoint[(Player number of (Owner of (Casting unit)))] = (FlamingArrow_targetunitpoint[(Player number of (Owner of (Casting unit)))] offset by FlamingArrow_targetRealpoint[(Player number of (Owner of (Casting unit)))] towards FlamingArrow_targetRealdegree[(Player number of (Owner of (Casting unit)))] degrees)
                Unit - Create 1 Flaming Arrow Caster for (Owner of (Casting unit)) at FlamingArrow_casterpoint[(Player number of (Owner of (Casting unit)))] facing (Facing of Hero_unit[(Player number of (Owner of (Casting unit)))]) degrees
                Unit - Add Crow Form to (Last created unit)
                Unit - Remove Crow Form from (Last created unit)
                Animation - Change (Last created unit) flying height to FlamingArrow_RealH[(Player number of (Owner of (Casting unit)))] at 90000000.00
                Unit - Order (Last created unit) to Attack Ground FlamingArrow_targetpoint[(Player number of (Owner of (Casting unit)))]
                Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation (udg_FlamingArrow_heropoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_targetunitpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_casterpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_targetpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
            Else - Actions
                Do nothing
        Wait 0.50 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Hero_unit[(Player number of (Owner of (Casting unit)))] is alive) Equal to True
            Then - Actions
                Set FlamingArrow_heropoint[(Player number of (Owner of (Cancelled structure)))] = (Position of Hero_unit[(Player number of (Owner of (Casting unit)))])
                Set FlamingArrow_targetunitpoint[(Player number of (Owner of (Casting unit)))] = (Position of FlamingArrow_targetunit[(Player number of (Owner of (Casting unit)))])
                Set FlamingArrow_realpoint[(Player number of (Owner of (Casting unit)))] = (Random real number between 0.00 and 200.00)
                Set FlamingArrow_realdegree[(Player number of (Owner of (Casting unit)))] = (Random angle)
                Set FlamingArrow_casterpoint[(Player number of (Owner of (Casting unit)))] = (FlamingArrow_heropoint[(Player number of (Owner of (Casting unit)))] offset by FlamingArrow_realpoint[(Player number of (Owner of (Casting unit)))] towards FlamingArrow_realdegree[(Player number of (Owner of (Casting unit)))] degrees)
                Set FlamingArrow_RealH[(Player number of (Owner of (Casting unit)))] = (Random real number between 100.00 and 300.00)
                Set FlamingArrow_targetRealpoint[(Player number of (Owner of (Casting unit)))] = (Random real number between 0.00 and 350.00)
                Set FlamingArrow_targetRealdegree[(Player number of (Owner of (Casting unit)))] = (Random angle)
                Set FlamingArrow_targetpoint[(Player number of (Owner of (Casting unit)))] = (FlamingArrow_targetunitpoint[(Player number of (Owner of (Casting unit)))] offset by FlamingArrow_targetRealpoint[(Player number of (Owner of (Casting unit)))] towards FlamingArrow_targetRealdegree[(Player number of (Owner of (Casting unit)))] degrees)
                Unit - Create 1 Flaming Arrow Caster for (Owner of (Casting unit)) at FlamingArrow_casterpoint[(Player number of (Owner of (Casting unit)))] facing (Facing of Hero_unit[(Player number of (Owner of (Casting unit)))]) degrees
                Unit - Add Crow Form to (Last created unit)
                Unit - Remove Crow Form from (Last created unit)
                Animation - Change (Last created unit) flying height to FlamingArrow_RealH[(Player number of (Owner of (Casting unit)))] at 90000000.00
                Unit - Order (Last created unit) to Attack Ground FlamingArrow_targetpoint[(Player number of (Owner of (Casting unit)))]
                Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation (udg_FlamingArrow_heropoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_targetunitpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_casterpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_targetpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
            Else - Actions
                Do nothing
        Wait 0.50 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Hero_unit[(Player number of (Owner of (Casting unit)))] is alive) Equal to True
            Then - Actions
                Set FlamingArrow_heropoint[(Player number of (Owner of (Cancelled structure)))] = (Position of Hero_unit[(Player number of (Owner of (Casting unit)))])
                Set FlamingArrow_targetunitpoint[(Player number of (Owner of (Casting unit)))] = (Position of FlamingArrow_targetunit[(Player number of (Owner of (Casting unit)))])
                Set FlamingArrow_realpoint[(Player number of (Owner of (Casting unit)))] = (Random real number between 0.00 and 200.00)
                Set FlamingArrow_realdegree[(Player number of (Owner of (Casting unit)))] = (Random angle)
                Set FlamingArrow_casterpoint[(Player number of (Owner of (Casting unit)))] = (FlamingArrow_heropoint[(Player number of (Owner of (Casting unit)))] offset by FlamingArrow_realpoint[(Player number of (Owner of (Casting unit)))] towards FlamingArrow_realdegree[(Player number of (Owner of (Casting unit)))] degrees)
                Set FlamingArrow_RealH[(Player number of (Owner of (Casting unit)))] = (Random real number between 100.00 and 300.00)
                Set FlamingArrow_targetRealpoint[(Player number of (Owner of (Casting unit)))] = (Random real number between 0.00 and 350.00)
                Set FlamingArrow_targetRealdegree[(Player number of (Owner of (Casting unit)))] = (Random angle)
                Set FlamingArrow_targetpoint[(Player number of (Owner of (Casting unit)))] = (FlamingArrow_targetunitpoint[(Player number of (Owner of (Casting unit)))] offset by FlamingArrow_targetRealpoint[(Player number of (Owner of (Casting unit)))] towards FlamingArrow_targetRealdegree[(Player number of (Owner of (Casting unit)))] degrees)
                Unit - Create 1 Flaming Arrow Caster for (Owner of (Casting unit)) at FlamingArrow_casterpoint[(Player number of (Owner of (Casting unit)))] facing (Facing of Hero_unit[(Player number of (Owner of (Casting unit)))]) degrees
                Unit - Add Crow Form to (Last created unit)
                Unit - Remove Crow Form from (Last created unit)
                Animation - Change (Last created unit) flying height to FlamingArrow_RealH[(Player number of (Owner of (Casting unit)))] at 90000000.00
                Unit - Order (Last created unit) to Attack Ground FlamingArrow_targetpoint[(Player number of (Owner of (Casting unit)))]
                Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation (udg_FlamingArrow_heropoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_targetunitpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_casterpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_targetpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
            Else - Actions
                Do nothing
        Wait 0.50 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Hero_unit[(Player number of (Owner of (Casting unit)))] is alive) Equal to True
            Then - Actions
                Set FlamingArrow_heropoint[(Player number of (Owner of (Cancelled structure)))] = (Position of Hero_unit[(Player number of (Owner of (Casting unit)))])
                Set FlamingArrow_targetunitpoint[(Player number of (Owner of (Casting unit)))] = (Position of FlamingArrow_targetunit[(Player number of (Owner of (Casting unit)))])
                Set FlamingArrow_realpoint[(Player number of (Owner of (Casting unit)))] = (Random real number between 0.00 and 200.00)
                Set FlamingArrow_realdegree[(Player number of (Owner of (Casting unit)))] = (Random angle)
                Set FlamingArrow_casterpoint[(Player number of (Owner of (Casting unit)))] = (FlamingArrow_heropoint[(Player number of (Owner of (Casting unit)))] offset by FlamingArrow_realpoint[(Player number of (Owner of (Casting unit)))] towards FlamingArrow_realdegree[(Player number of (Owner of (Casting unit)))] degrees)
                Set FlamingArrow_RealH[(Player number of (Owner of (Casting unit)))] = (Random real number between 100.00 and 300.00)
                Set FlamingArrow_targetRealpoint[(Player number of (Owner of (Casting unit)))] = (Random real number between 0.00 and 350.00)
                Set FlamingArrow_targetRealdegree[(Player number of (Owner of (Casting unit)))] = (Random angle)
                Set FlamingArrow_targetpoint[(Player number of (Owner of (Casting unit)))] = (FlamingArrow_targetunitpoint[(Player number of (Owner of (Casting unit)))] offset by FlamingArrow_targetRealpoint[(Player number of (Owner of (Casting unit)))] towards FlamingArrow_targetRealdegree[(Player number of (Owner of (Casting unit)))] degrees)
                Unit - Create 1 Flaming Arrow Caster for (Owner of (Casting unit)) at FlamingArrow_casterpoint[(Player number of (Owner of (Casting unit)))] facing (Facing of Hero_unit[(Player number of (Owner of (Casting unit)))]) degrees
                Unit - Add Crow Form to (Last created unit)
                Unit - Remove Crow Form from (Last created unit)
                Animation - Change (Last created unit) flying height to FlamingArrow_RealH[(Player number of (Owner of (Casting unit)))] at 90000000.00
                Unit - Order (Last created unit) to Attack Ground FlamingArrow_targetpoint[(Player number of (Owner of (Casting unit)))]
                Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation (udg_FlamingArrow_heropoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_targetunitpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_casterpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_targetpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
            Else - Actions
                Do nothing
        Wait 0.50 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Hero_unit[(Player number of (Owner of (Casting unit)))] is alive) Equal to True
            Then - Actions
                Set FlamingArrow_heropoint[(Player number of (Owner of (Cancelled structure)))] = (Position of Hero_unit[(Player number of (Owner of (Casting unit)))])
                Set FlamingArrow_targetunitpoint[(Player number of (Owner of (Casting unit)))] = (Position of FlamingArrow_targetunit[(Player number of (Owner of (Casting unit)))])
                Set FlamingArrow_realpoint[(Player number of (Owner of (Casting unit)))] = (Random real number between 0.00 and 200.00)
                Set FlamingArrow_realdegree[(Player number of (Owner of (Casting unit)))] = (Random angle)
                Set FlamingArrow_casterpoint[(Player number of (Owner of (Casting unit)))] = (FlamingArrow_heropoint[(Player number of (Owner of (Casting unit)))] offset by FlamingArrow_realpoint[(Player number of (Owner of (Casting unit)))] towards FlamingArrow_realdegree[(Player number of (Owner of (Casting unit)))] degrees)
                Set FlamingArrow_RealH[(Player number of (Owner of (Casting unit)))] = (Random real number between 100.00 and 300.00)
                Set FlamingArrow_targetRealpoint[(Player number of (Owner of (Casting unit)))] = (Random real number between 0.00 and 350.00)
                Set FlamingArrow_targetRealdegree[(Player number of (Owner of (Casting unit)))] = (Random angle)
                Set FlamingArrow_targetpoint[(Player number of (Owner of (Casting unit)))] = (FlamingArrow_targetunitpoint[(Player number of (Owner of (Casting unit)))] offset by FlamingArrow_targetRealpoint[(Player number of (Owner of (Casting unit)))] towards FlamingArrow_targetRealdegree[(Player number of (Owner of (Casting unit)))] degrees)
                Unit - Create 1 Flaming Arrow Caster for (Owner of (Casting unit)) at FlamingArrow_casterpoint[(Player number of (Owner of (Casting unit)))] facing (Facing of Hero_unit[(Player number of (Owner of (Casting unit)))]) degrees
                Unit - Add Crow Form to (Last created unit)
                Unit - Remove Crow Form from (Last created unit)
                Animation - Change (Last created unit) flying height to FlamingArrow_RealH[(Player number of (Owner of (Casting unit)))] at 90000000.00
                Unit - Order (Last created unit) to Attack Ground FlamingArrow_targetpoint[(Player number of (Owner of (Casting unit)))]
                Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation (udg_FlamingArrow_heropoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_targetunitpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_casterpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
                Custom script:   call RemoveLocation (udg_FlamingArrow_targetpoint[GetConvertedPlayerId(GetOwningPlayer(GetSpellAbilityUnit()))])
            Else - Actions
                Do nothing
        Set FlamingArrow_targetunit[(Player number of (Owner of (Casting unit)))] = No unit
 
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