hook

L

lordpredator

Guest
my mistake... i wanted to tell missile art... but i realized that the missile art can´t be tinted... anyway... it can still be a custom missile art, the chain that follows the glaive is custom... so all the glaive attack can be custom textured.

i´m not telling that can´t be a unit... but i don´t think that you can change the flying height of the unit via triggers (i dont know if JASS can do it)
 

waaaks!

Zinctified
Reaction score
255
yes u can change the flying height , if its movement type is fly then u can just do the animation chage flying height on unit, and when it is in ground then add the ability crow form and removing it then u can make the unit fly above.....
 

Vulcansurge

Ultra Cool Member
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27
i´m not telling that can´t be a unit... but i don´t think that you can change the flying height of the unit via triggers (i dont know if JASS can do it)

ever heard of a jump spell?

Anyway, when i played the game, I didnt look like the meat hook was jumping.
 

substance

New Member
Reaction score
34
D.K. this an extremely advanced spell, if you dont know JASS I suggest going with a more simple GUI hook.

That may not be what you want but even if you manage to 'steal' this spell it wont be optimized for your specific map because you wont know how it works.
 

D.K.

New Member
Reaction score
11
im sure someone can make a gui of this like the other meat hook or i can just use the hook and add some modes into it.. or i can just learn jass
 

trigger_newb

Active Member
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3
Off Topic

well, im not sure if anyone noticed or not
but when the hook comes back and there is sumthing in the way it immediately hooks that too
also
can't you just copy the spell off the map, including the trigger and dummy units and all??
when i saw the triggers for the map i realized how short the triggers are for meat hook why is that??
 

Vulcansurge

Ultra Cool Member
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27
hey DK do you want the simplest hook?

i have one from emjl3 but give credit to emjlr3 when used the code get it here
Villan Wars just find pudge spells there or the "dummy" folder at the triggers

DK wanted the one that was featured in Pudge Wars advanced, because it looked better.

Ill first try taking the one out of pudge wars, before i decide if i need to make one especially for you... Im sure if its only a few lines so i wont be hard.
 

trigger_newb

Active Member
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3
im not trying to be offensive
but shouldn't you guyz (somewhat advanced jass/triggers dudes) know how to import abilities pretty easily??
or is it just that this skill is extremely hard to import
 

substance

New Member
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34
im not trying to be offensive
but shouldn't you guyz (somewhat advanced jass/triggers dudes) know how to import abilities pretty easily??
or is it just that this skill is extremely hard to import

no, it isnt.

Look at the script in the map header.
 

Vulcansurge

Ultra Cool Member
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Ok that seems like the easiest idea. Ill import everying. DK attach your map.

If i cant, as i said b4, I might be able to try and make the trigger myself, but i cant guarantee anything.
 

trigger_newb

Active Member
Reaction score
3
Off Topic

this is extremely off topic
but sorry if it bother you to see that i posted it
i think we should call this meat hook 'glaive hook'
doesn't it sound a lot much cooler??
 

Tossrock

New Member
Reaction score
11
Evening chaps, glad to see the interest in my map! As a note, the current version is 1.17c, which is available at http://pudgewars.informe.com

Anyway, as someone pointed out earlier it does indeed use structs. You'll need Grimoire by PipeDream and Jasshelper by Vexorian to compile them.

How it works:

A trigger detects when a unit casts a spell. If the spell is equal to the Meat Hook ability, then it creates a MeatHook struct object, calculates the angle between the target point and the caster, stores a bunch of data onto the struct, then calls a spawner method on MeatHook object.

The spawner method just initializes more variables and then starts a timer which runs every .02 seconds and calls the HookForward method.

The spell relies on a linkedlist implementation I wrote for the map; there's a List struct object and then a Node struct object. If you don't know what a linked list is, well, I suggest you read up on it. I'm sure wikipedia could tell you about it.

Anyway, the HookForward method reads data from the MeatHook struct object; if it's the first iteration then it intializes the list and creates the Glaive. Each iteration it creates a new chain link at the position of the caster, and loops through the linked list moving each unit toward the angle between the current node and the next (or previous, depending on how you look at it).

On the first iteration a local trigger which detects units in range of the Glaive hook head is also created; when that trigger executes it sets a boolean variable to true so that the hook then switches to retraction mode, doing effectively the same thing as HookForward, only in reverse.

As for creating a GUI clone of it...

It could probably be done, but multi-instanceability would be quite difficult, and the code would be ugly as sin. Not like mine isn't already >_>

I hope this was helpful to you all, and again, get the newest version! It has powerups!
f_Picture1m_35c5915.png
 

Vulcansurge

Ultra Cool Member
Reaction score
27
There is a small problem with your map that you need to fix tossrock. When you cast the hook, it dissapears becuase it goes out on visibilty and it doesnt look nice. Have you tried creating a few dummy units along the line with a small sight range (something like 200). Create these as soon as the spell starts and add a timer to them?
 
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