GUI Questions and Problem

millzy

Ultra Cool Member
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44
Oh so Integer A and those stuff are used for like creating many units at once and make them cast spells at different angles.

So if I wanted to make a unit go into the air, I make him go into the air with animation at rate something? I don't need to add storm crow form do I? Cuz I let him down afterwards.

I still don't get multiboard very much =.=.

Ya, I meant removing the unit before the corpse expiration.

Thx for help people! Please help with the others! +rep to vypur and renen.

Edit: I can't +rep renun yet... need to spread some...

ok so still dont understand multiboards much ok well the difrence between multiboard and leaderborad is that a leader bord can only hold players name and 1 other thing e.g kills

muiltiboard can hold muiliple things like player kills deaths and hero hp all in the one bored maby this could help All about Multiboards
 

PooBucket

New Member
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12
Ty for explaining further.

Can anyone help on the angles for Spiritual Walls? And the In Range event thingy...?

Ty for helpers!
 

Expelliarmus

Where to change the sig?
Reaction score
48
For the angle..
Try using For Each Integer A :
Code:
Spiritual Walls
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Spiritual Walls
    Actions
        Set Caster = (Triggering unit)
        Set Position = (Position of Caster)
        For each (Integer A) from 0 to 3, do (Actions)
            Loop - Actions
                Set Wall[(Integer A)] = (Spirit offset by 256.00 towards ((Real((Integer A))) x 90.00) degrees)
                Unit - Create 1 Spiritual Wall for (Owner of Spirit_Caster) at Spiritual_Wall[Integer A] facing Position
                Set Walls[Integer A] = (Last created unit)
                Custom script:   call RemoveLocation (udg_Spiritual_Wall[GetForLoopIndexA()])
                Unit - Add a (((Real((Level of Spiritual Walls for Caster))) x 5.00) + 5.00) second Generic expiration timer to Walls[Integer A]
         Trigger - Add to Trigger Walls 1 <gen> the event (Unit - A unit comes within 80.00 of Walls[0])
         Trigger - Add to Trigger Walls 2 <gen> the event (Unit - A unit comes within 80.00 of Walls[1])
         Trigger - Add to Trigger Walls 3 <gen> the event (Unit - A unit comes within 80.00 of Walls[2])
         Trigger - Add to Trigger Walls 4 <gen> the event (Unit - A unit comes within 80.00 of Walls[3])

as for the
Also, when a unit walks into it, the results only happen if they go through the middle of the wall, why not the other parts? (I think I know why, but I want any enemy unit which goes through ANY part of the wall gets hurt.)

Code:
Trigger Walls 1
    Events
    Conditions
        ((Triggering unit) belongs to an ally of (Owner of Spirit_Caster)) Equal to False
    Actions
        Set Pushed_Wall = ((Position of (Triggering unit)) offset by (150.00 + (50.00 x (Real((Level of Spiritual Walls  for Spirit_Caster))))) towards (Facing of (Triggering unit)) degrees)
        Unit - Cause Spirit_Caster to damage (Triggering unit), dealing (20.00 + (10.00 x (Real((Level of Spiritual Walls  for Spirit_Caster))))) damage of attack type Spells and damage type Normal
        Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) - (15.00 + (5.00 x (Real((Level of Spiritual Walls  for Spirit_Caster))))))
        Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\Feedback\ArcaneTowerAttack.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Move (Triggering unit) instantly to Pushed_Wall
        Custom script:   call RemoveLocation (udg_Pushed_Wall)

..A unit comes within 80.00 picks units in a radius around the centre of the Wall
A circle isn't a rectangle.
You will need create segments of the wall, otherwise periodically pick different segments of the wall.
 

PooBucket

New Member
Reaction score
12
For the angle..
Try using For Each Integer A :
Code:
Spiritual Walls
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Spiritual Walls
    Actions
        Set Caster = (Triggering unit)
        Set Position = (Position of Caster)
        For each (Integer A) from 0 to 3, do (Actions)
            Loop - Actions
                Set Wall[(Integer A)] = (Spirit offset by 256.00 towards ((Real((Integer A))) x 90.00) degrees)
                Unit - Create 1 Spiritual Wall for (Owner of Spirit_Caster) at Spiritual_Wall[Integer A] facing Position
                Set Walls[Integer A] = (Last created unit)
                Custom script:   call RemoveLocation (udg_Spiritual_Wall[GetForLoopIndexA()])
                Unit - Add a (((Real((Level of Spiritual Walls for Caster))) x 5.00) + 5.00) second Generic expiration timer to Walls[Integer A]
         Trigger - Add to Trigger Walls 1 <gen> the event (Unit - A unit comes within 80.00 of Walls[0])
         Trigger - Add to Trigger Walls 2 <gen> the event (Unit - A unit comes within 80.00 of Walls[1])
         Trigger - Add to Trigger Walls 3 <gen> the event (Unit - A unit comes within 80.00 of Walls[2])
         Trigger - Add to Trigger Walls 4 <gen> the event (Unit - A unit comes within 80.00 of Walls[3])

as for the


Code:
Trigger Walls 1
    Events
    Conditions
        ((Triggering unit) belongs to an ally of (Owner of Spirit_Caster)) Equal to False
    Actions
        Set Pushed_Wall = ((Position of (Triggering unit)) offset by (150.00 + (50.00 x (Real((Level of Spiritual Walls  for Spirit_Caster))))) towards (Facing of (Triggering unit)) degrees)
        Unit - Cause Spirit_Caster to damage (Triggering unit), dealing (20.00 + (10.00 x (Real((Level of Spiritual Walls  for Spirit_Caster))))) damage of attack type Spells and damage type Normal
        Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) - (15.00 + (5.00 x (Real((Level of Spiritual Walls  for Spirit_Caster))))))
        Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\Feedback\ArcaneTowerAttack.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Move (Triggering unit) instantly to Pushed_Wall
        Custom script:   call RemoveLocation (udg_Pushed_Wall)

..A unit comes within 80.00 picks units in a radius around the centre of the Wall
A circle isn't a rectangle.
You will need create segments of the wall, otherwise periodically pick different segments of the wall.

Thanks!! The walls will be a square now?

Pushing the units back will be hard... :( I think I'll try periodically picking different segments of the wall, but how will I do that? :eek:
 

Expelliarmus

Where to change the sig?
Reaction score
48
This may be the simplest but inefficient way to do it:

Find the centre of the wall, which is the Spiritual Wall[]
Set Point x/y = Wall[] offset by 80 towards 90 +/- Facing of Wall[]
Do that for all 4 (Use Array corresponding; 0,1,2,3 ). Basically this sets the point Left and Right of the wall. Also add each Wall[] to global group.

Periodically (say 0.15) pick every unit in 'group' and use Integer to access it's left and right (x,y), pick every unit around it matching Matching Unit belongs to an enemy of (Owner of Spirit_Caster) Equal to True and do your actions.
 

PooBucket

New Member
Reaction score
12
Wow... that sounds complicated even though according to you is the msot simplest way. I'll try.
 
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