Just by curosity can you make units jump?

Im_On_56k

Hm...
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I remember i was playing a custom game that was very unique, it was a soccer game but in a map, there was model of a soccer ball and you controlled a peon as a player, you could jump in the air to headbutt the ball, kick the ball and more, the peon actually jumped in the air when you clicked headbutt.

How would you do that?
 
I have also played that game. I suppose thet it a trigger that looc somthing like this

Event-
Unit start the effect of an ability
Condition-
ability being cast equal to headbutt
action-
Custom script: local unit udh_tempUnit
replace triggering unit with a peon(flying)
set last replaced= tempUnit
change fly hieght of tempUnit unit to 100 over 1 secund
wait 1 secund
change fly hieght of tempUnit unit to 0 over 1 secund
replace tempUnit with a peon(ground)

Somting like that is a good start. I the unit is a hero i think it would be harder
( dont rememer if the peons was heroes)
-some extras-
And how the game detects if an unit is "headbutting" the ball.
Maybee somting like this
action-
unit comes within 100 of BALL
conditions-
fly higth of triggering unit >= fly higth of (BALL - 5)
fly higth of triggering unit <= fly higth of (BALL + 5)
actions-
Order ball to move to (some mathematic calculutions about degrees that I dont want to do right now)
 
lol i was thinking of making like a small fun map like super mario or something where you have to jump on units to kill them ;/
 
Hmm, I think Conan made a little tutorial on Jump spells. Try searching for "Jump Spells made easy", or something, I think that's the title...Oh, hell, search "Jump", you'll find the bloody thing! :P

Alexander
 
I don't think that that's the kind of jump he is referring to. THe trigger above would be better suited.
 
Im_On_56k said:
lol i was thinking of making like a small fun map like super mario or something where you have to jump on units to kill them ;/

Yeeh do that!!! That would be awsome!!
Mabee hard to detect if a "Mario" land on an unit...

Alexander: If i remember right conans jumpspell was not the unit jumping but a projektil that looked like the unit. That meens no stering while you in the air. And that also means no fun jump around like craze fealing a lá Mario :) . (No offens)
 
why would it be hard to detect

Jus made a integer for an easy way. set default to 0 (alrdy is)

When he uses the spell set the integer to 1.
And when is over set it to 0.

Mario comes within 100 range to a unit.
Integer = to 1
Kill triggering unit.

Illl also use arrow keys to move him like the real mario!
 
Im_On_56k said:
why would it be hard to detect

Jus made a integer for an easy way. set default to 0 (alrdy is)

When he uses the spell set the integer to 1.
And when is over set it to 0.

Mario comes within 100 range to a unit.
Integer = to 1
Kill triggering unit.

Illl also use arrow keys to move him like the real mario!

but that would kill the unit eaven if mariO is on his way up and not down. But of cours you coult sett the integer to 1 when he is on his way down... didnt think about that.
 
haha sweet i found a mario model and it works

-edit

i cant find the change fly hieght

-edit

nvm found it under unit animation
 
This is what i have ill try it out in a sec.

Code:
Jump
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Jump 
    Actions
        Custom script: local unit udh_tempUnit
        Unit - Replace (Triggering unit) with a Mario (jumping) using The old unit's relative life and mana
        Set Jump = (Last replaced unit)
        Animation - Change Jump flying height to 100.00 at 1.00
        Wait 1.00 game-time seconds
        Animation - Change Jump flying height to 0.00 at 1.00
        Unit - Replace Jump with a Mario using The old unit's relative life and mana
 
Im_On_56k said:
This is what i have ill try it out in a sec.

Code:
Jump
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Jump 
    Actions
        Custom script: local unit udh_tempUnit
        Unit - Replace (Triggering unit) with a Mario (jumping) using The old unit's relative life and mana
        Set Jump = (Last replaced unit)
        Animation - Change Jump flying height to 100.00 at 1.00
        Wait 1.00 game-time seconds
        Animation - Change Jump flying height to 0.00 at 1.00
        Unit - Replace Jump with a Mario using The old unit's relative life and mana

Ohh you have missunderstand that custom script part. Sorry I dint explain that.
If you use Jump as jour unit variabel the script should be:
Custom script: local unit udh_Jump
 
ok i fixed the custom script but im still having a problem.

It doesnt make him jump high, i tried raising how high he jumps and the rate but he only moves just a little bit and its instantly.
 
Hmm your are right I tested myself. The "at 1" apperently dont mean "over one secund but something else. I tried and came up with an ugly but working trigger:
Code:
Jump
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Jump 
    Actions
        Custom script:   local unit udg_JUMP
        Unit - Replace (Triggering unit) with a Footman (flying) using The old unit's relative life and mana
        Set JUMP = (Last replaced unit)
        Animation - Change JUMP flying height to 200.00 at 300.00
        Wait 0.70 seconds
        Animation - Change JUMP flying height to 0.00 at 300.00
        Wait 1.00 seconds
        Unit - Replace JUMP with a Footman using The old unit's relative life and mana

If you want I can make it look nicer but I think you can do it yourself now. And this was realy helpfull even for me, now i know how Animation - Change flyhieght works :)
 
thx i added a move when jump too, this is my trigger

Code:
Jump
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Jump 
        (Owner of (Casting unit)) Equal to Player 1 (Red)
    Actions
        Custom script: local unit udh_Jump
        Unit - Replace (Triggering unit) with a Mario (jumping) using The old unit's relative life and mana
        Set Jump = (Last replaced unit)
        Set Mario_Player1 = (Last replaced unit)
        Animation - Change Jump flying height to 200.00 at 300.00
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                JumpRight Equal to 1
            Then - Actions
                Set JumpCheck = 1
                Unit - Order Mario_Player1 to Move To ((Position of Mario_Player1) offset by 10000.00 towards 0.00 degrees)
            Else - Actions
                Set JumpCheck = 1
                Unit - Order Mario_Player1 to Move To ((Position of Mario_Player1) offset by 10000.00 towards 180.00 degrees)
        Wait 1.00 seconds
        Animation - Change Jump flying height to 0.00 at 300.00
        Unit - Replace Jump with a Mario (regular) using The old unit's relative life and mana
        Set Mario_Player1 = (Last replaced unit)
        Set JumpCheck = 0
 
I got realy intrested by this and son I have finished a gravity based jump trigger. (I hope) That will mean you can change gravity and jump higher (all counterstrike fans know how fun this is) and you will get a more naturall loking jump (I hope).
 
Ok i have been working and cant find how the hell im suppose to do this.


When any units comes within 100 range of a unit.


I tried the event unit comes within range, but it wont let me select a unit variable
 
I tried doing a jump trigger myself, only i wasnt trying to jump, i was trying to dive. Tried using the fly height animation change...had some very weird effects (like my bomber literally going for a swim... :confused: )

As for the unit variable problem, that is something EVERYBODY will run into. It has been mentioned in numerous posts. You can't use a varible with that one. I found a different way around it, but as I type it i cant remember how i did it...something about adding all units within range of point (or region, unit, etc) or something cruder and limiting the units allowed, and then I based my actions on the unit group.
 
If you look on here www.wc3sear.ch there is a spell that makes your unit jump with flames behind the units back, and comes down ontop of your selected area. Maybe save you some work?






BrokenX (Not Alexander)
 
phyrex1an said:
Yeeh do that!!! That would be awsome!!
Mabee hard to detect if a "Mario" land on an unit...

Alexander: If i remember right conans jumpspell was not the unit jumping but a projektil that looked like the unit. That meens no stering while you in the air. And that also means no fun jump around like craze fealing a lá Mario :) . (No offens)

Shouldn't be too difficult. If you do a trigger with a unit is within 10 range or something like that of Mario (move him right next to the unit while keeping him hidden or without a model or something) and if the Mario unit or whatever has the Jump buff (attach the buff to the "Jumper") then stomp the unit.
 
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