Jumping Like In Escape The Maker

-=Swift=-

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hello all,
sorry for no caps at all... shift key busted and to lazy to use caps lock off and on. anyways for all who have played escape the maker there is a unit\footswitch looking thing and when a unit gets on/really-really-close you start flying\gliding in a jump kinda way. you start going up and then you start slowly coasting down. they use it in maze where there is a gap and u have to jump over it. i would like to add into my maze and give credit where it is due for the one is most helpful and the trigger\whatevertomakeitwork i use. thank you and please keep an eye on this post to help everyong i know who wants this trigger\whatever makes it work but is to shy or hasnt registered to ask for it. please help-exlamation- --note put -exclamation- because my shift key is busted =p :banghead: :banghead:
 

dragonhord

Knowledge is true opinion. - Plato
Reaction score
82
Code:
Jump
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Jump 
    Actions
        Set JumpCaster = (Casting unit)
        Set JumpCasterPoint = (Position of (Casting unit))
        Set JumpTargetPoint = (Target point of ability being cast)
        Unit - Pause JumpCaster
        Unit - Turn collision for JumpCaster Off
        Unit - Make JumpCaster Invulnerable
        Set JumpTrailEffects[0] = (Last created special effect)
        Special Effect - Destroy (Last created special effect)
        Set JumpTrailEffects[1] = (Last created special effect)
        Unit - Add Crow Form to JumpCaster
        Animation - Change JumpCaster's animation speed to 50.00% of its original speed
        Animation - Play JumpCaster's spell slam animation
        Trigger - Turn on JumpFlyLoop <gen>
        Animation - Change JumpCaster flying height to 200.00 at 200.00
        Wait 0.50 seconds
        Animation - Change JumpCaster flying height to 0.00 at 200.00
        Wait 0.30 seconds
        Animation - Change JumpCaster's animation speed to 100.00% of its original speed
        Animation - Reset JumpCaster's animation
        Trigger - Turn off JumpFlyLoop <gen>
        Wait 0.05 seconds
        Trigger - Run JumpStomping <gen> (ignoring conditions)
        Unit - Remove Crow Form from JumpCaster
        Unit - Unpause JumpCaster
        Unit - Turn collision for JumpCaster On
        Unit - Make JumpCaster Vulnerable
        Custom script:   call RemoveLocation(udg_JumpTargetPoint)
        Custom script:   call RemoveLocation(udg_JumpCasterPoint)
        Set JumpCaster = No unit
        Special Effect - Destroy JumpTrailEffects[0]
        Special Effect - Destroy JumpTrailEffects[1]
        Wait 0.25 seconds
        Special Effect - Destroy StomperEffect
Code:
JumpFlyLoop
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Set JumpSecSecPoint = (Position of JumpCaster)
        Set JumpSecPoint = (JumpSecSecPoint offset by ((Distance between JumpCasterPoint and JumpTargetPoint) / 110.00) towards (Angle from JumpCasterPoint to JumpTargetPoint) degrees)
        Unit - Move JumpCaster instantly to JumpSecPoint, facing (Angle from JumpCasterPoint to JumpTargetPoint) degrees
        Custom script:   call RemoveLocation(udg_JumpSecPoint)
        Custom script:   call RemoveLocation(udg_JumpSecSecPoint)
Code:
JumpStomping
    Events
    Conditions
    Actions
        Set StomperPoint = (Position of JumpCaster)
        Unit - Create 1 Jump Dummy for (Owner of JumpCaster) at StomperPoint facing Default building facing degrees
        Special Effect - Create a special effect at StomperPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
        Custom script:   call RemoveLocation(udg_StomperPoint)
        Set StomperEffect = (Last created special effect)
        Unit - Set level of Dummy Jump Ability  for (Last created unit) to (Level of Jump  for JumpCaster)
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
That aughta do it :D. Just chage a few event triggers and conditions here and there and you should be good :D .
 
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