THE_X
New Member
- Reaction score
- 49
hey everyone im back, and with more problems.
ok i have 2 pushback spells, 1 based off of blink, the other uhh blink strike?
ok well if i have both of these spells enabled at the same time i lag quite a bit, its not a lag that gets worse or gets better its a constant and i dont know what the problem is, anyways so i tryed the combos of turning them off and enabling 1 and not the other vice-versa, and when only 1 is enbaled and not the other its fine... dont know what it is, dont think its leaks iv checked them pretty good i think, but anyways heres the 2 spells
ok well theres the 1st spell heres the second
they have pretty cool effects i like them alot, and another thing, when i 1st made these they did NOT lag, it happend after a few days...
ok i have 2 pushback spells, 1 based off of blink, the other uhh blink strike?
ok well if i have both of these spells enabled at the same time i lag quite a bit, its not a lag that gets worse or gets better its a constant and i dont know what the problem is, anyways so i tryed the combos of turning them off and enabling 1 and not the other vice-versa, and when only 1 is enbaled and not the other its fine... dont know what it is, dont think its leaks iv checked them pretty good i think, but anyways heres the 2 spells
Code:
Start Blink Strike
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Blink Strike
Actions
Set Blink_Strike_Jumps[(Custom value of (Triggering unit))] = 0
Set Point[1] = (Position of (Triggering unit))
Set Point[2] = (Target point of ability being cast)
Set Blink_Strike_Angle[(Custom value of (Triggering unit))] = (Angle from Point[1] to Point[2])
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point[1] facing Default building facing degrees
Unit - Add Blink Strike Caster Buff to (Last created unit)
Unit - Order (Last created unit) to Human Priest - Inner Fire (Triggering unit)
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_Point[1])
Custom script: call RemoveLocation (udg_Point[2])
Code:
Blink Strike Move
Events
Time - Every 0.20 seconds of game time
Conditions
Actions
Set Group[1] = (Units in (Entire map) matching (((Matching unit) has buff Blink Strike [Caster] ) Equal to True))
Unit Group - Pick every unit in Group[1] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Blink_Strike_Jumps[(Custom value of (Picked unit))] Greater than or equal to 10
Then - Actions
Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
Animation - Reset (Picked unit)'s animation
Unit - Remove Blink Strike [Caster] buff from (Picked unit)
Else - Actions
Animation - Change (Picked unit)'s animation speed to 280.00% of its original speed
Animation - Play (Picked unit)'s attack animation
Set Unit[1] = (Picked unit)
Set Point[1] = (Position of (Picked unit))
Set Point[2] = (Point[1] offset by 150.00 towards Blink_Strike_Angle[(Custom value of (Picked unit))] degrees)
Set Group[2] = (Units within 100.00 of Point[2] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Unit[1])) Equal to True) and (((Matching unit) is A ground uni
Unit - Move (Picked unit) instantly to Point[2], facing Blink_Strike_Angle[(Custom value of (Picked unit))] degrees
Special Effect - Create a special effect at Point[2] using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Set Blink_Strike_Jumps[(Custom value of (Picked unit))] = (Blink_Strike_Jumps[(Custom value of (Picked unit))] + 1)
Unit Group - Pick every unit in Group[2] and do (Actions)
Loop - Actions
Unit - Remove Blink Strike [Caster] buff from Unit[1]
Animation - Change Unit[1]'s animation speed to 100.00% of its original speed
Animation - Reset Unit[1]'s animation
Unit - Cause Unit[1] to damage (Picked unit), dealing (5.00 + (10.00 x ((Real((Level of Blink Strike for Unit[1]))) x (Real(Blink_Strike_Jumps[(Custom value of Unit[1])]))))) damage of attack type Spells and damage type Normal
Unit - Create 1 Dummy for (Owner of Unit[1]) at Point[2] facing Default building facing degrees
Unit - Add Blink Strike Stun to (Last created unit)
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Picked unit)) Less than 1
Then - Actions
Set MUI = (MUI + 1)
Unit - Set the custom value of (Picked unit) to MUI
Else - Actions
Set Point[3] = (Position of (Picked unit))
Set Slide_Angle[(Custom value of (Picked unit))] = Blink_Strike_Angle[(Custom value of Unit[1])]
Custom script: call RemoveLocation (udg_Point[3])
Custom script: call DestroyGroup (udg_Group[2])
Custom script: call RemoveLocation (udg_Point[1])
Custom script: call RemoveLocation (udg_Point[2])
Set Unit[1] = No unit
Custom script: call DestroyGroup (udg_Group[1])
Code:
Blink Strike Pushback
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Group[1] = (Units in (Entire map) matching (((Matching unit) has buff Blink Strike ) Equal to True))
Unit Group - Pick every unit in Group[1] and do (Actions)
Loop - Actions
Set Point[1] = (Position of (Picked unit))
Set Point[2] = (Point[1] offset by 13.00 towards Slide_Angle[(Custom value of (Picked unit))] degrees)
Unit - Move (Picked unit) instantly to Point[2]
Special Effect - Create a special effect at Point[2] using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation (udg_Point[1])
Custom script: call RemoveLocation (udg_Point[2])
Custom script: call DestroyGroup (udg_Group[1])
ok well theres the 1st spell heres the second
Code:
Mega Jump
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Mega Jump
Actions
Set Point[1] = (Target point of ability being cast)
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point[1] facing Default building facing degrees
Unit - Add Mega Jump Pushback to (Last created unit)
Unit - Set level of Mega Jump Pushback for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Environment - Create a 1.00 second Depression ripple deformation at Point[1] with starting radius 0.00, ending radius 1200.00, and depth 120.00, using 1.00 second ripples spaced 700.00 apart
Set Group[1] = (Units within 450.00 of Point[1] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is A ground unit) Equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and ((
Unit Group - Pick every unit in Group[1] and do (Actions)
Loop - Actions
Set Point[2] = (Position of (Picked unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Picked unit)) Less than 1
Then - Actions
Set MUI = (MUI + 1)
Unit - Set the custom value of (Picked unit) to MUI
Else - Actions
Set Slide_Angle[(Custom value of (Picked unit))] = (Angle from Point[1] to Point[2])
Custom script: call RemoveLocation (udg_Point[2])
Custom script: call RemoveLocation (udg_Point[1])
Custom script: call DestroyGroup (udg_Group[1])
Code:
Mega Jump Pushback
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Group[1] = (Units in (Entire map) matching (((Matching unit) has buff Mega Jump ) Equal to True))
Unit Group - Pick every unit in Group[1] and do (Actions)
Loop - Actions
Set Point[1] = (Position of (Picked unit))
Set Point[2] = (Point[1] offset by 13.00 towards Slide_Angle[(Custom value of (Picked unit))] degrees)
Unit - Move (Picked unit) instantly to Point[2]
Special Effect - Create a special effect at Point[2] using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation (udg_Point[1])
Custom script: call RemoveLocation (udg_Point[2])
Custom script: call DestroyGroup (udg_Group[1])
they have pretty cool effects i like them alot, and another thing, when i 1st made these they did NOT lag, it happend after a few days...