Point Target Spell further then point

xAnaMorphine

Active Member
Hey :<

I picked up some Missile System and I want to change the functionallity to my needs. So this is set in the System:
Trigger:
  • http://www.youtube.com/watch?v=4fXPQZQLWNA&amp;translated=1
    • Set QJ_TargetPoint = (Target point of ability being cast)

If I cast the Ability, the missile will only move to the point I selected.
Am I able to change it somehow so that the missile moves further?
 

Accname

2D-Graphics enthusiast
how about uploading the code here? would make it alot more easier for us to tell you what to do.
 

Ashlebede

New Member
Point with polar offset?

Trigger:
  • Set loc = ((Target point of ability being cast) offset by 100.00 towards (Angle from (Position of (Triggering unit)) to (Target point of ability being cast)) degrees)


Ta-Daa! :D (Now remove the leaks)
 

xAnaMorphine

Active Member
Point with polar offset?

Trigger:
  • Set loc = ((Target point of ability being cast) offset by 100.00 towards (Angle from (Position of (Triggering unit)) to (Target point of ability being cast)) degrees)


Ta-Daa! :D (Now remove the leaks)
Heh, I came with this up so far.
Does Offset leak btw?

Trigger:
  • Trigger
    • Set TEMP_Point = (Target point of ability being cast)
    • Set loc = (TEMP_Point offset by 100.00 towards (Angle from (Position of (Triggering unit)) to TEMP_Point) degrees)
    • Custom script: call RemoveLocation(udg_TEMP_Point)
    • Custom script: call RemoveLocation(udg_loc)
 

Crazy_Dead

New Member
(TEMP_Point offset by 100.00 towards (Angle from (Position of (Triggering unit)) to TEMP_Point) degrees)

All of you who says triggering dont leak, you are maybe right. NO idea.

But I always make a variable to Triggering Unit also. :)
 

Komaqtion

You can change this now in User CP.
Please show the entire code for the spell...

And also, there is still a leak there:
Trigger:
  • Set TempPoint = (Position of (Triggering unit))
    • Set TEMP_Point = (Target point of ability being cast)
    • Set loc = (TEMP_Point offset by 100.00 towards (Angle from TempPoint to TEMP_Point) degrees)
    • Custom script: call RemoveLocation(udg_TempPoint)
    • Custom script: call RemoveLocation(udg_TEMP_Point)
    • Custom script: call RemoveLocation(udg_loc)
 

xAnaMorphine

Active Member
okay here is the whole system
http://www.hiveworkshop.com/forums/...6279/?prev=search=jeffq%20missile&d=list&r=20

Trigger:
  • QJS Hash Table
    • Ereignisse
      • Map initialization
    • Bedingungen
    • Aktionen
      • Hashtabelle - Create a hashtable
      • Set QJS_arrowTable = (Last created hashtable)



Trigger:
  • QJS AttackDamageType
    • Ereignisse
      • Zeit - Elapsed game time is 0.00 seconds
    • Bedingungen
    • Aktionen
      • -------- Attack Type Presets --------
      • Set QJS_atkTypePreset[0] = Zaubersprüche
      • Set QJS_atkTypePreset[1] = Normal
      • Set QJS_atkTypePreset[2] = Durchbohren
      • Set QJS_atkTypePreset[3] = Belagerung
      • Set QJS_atkTypePreset[4] = Magie
      • Set QJS_atkTypePreset[5] = Chaos
      • Set QJS_atkTypePreset[6] = Held
      • -------- Damage Type Presets --------
      • Set QJS_dmgTypePreset[0] = Unbekannt
      • Set QJS_dmgTypePreset[1] = Normal
      • Set QJS_dmgTypePreset[2] = Erweitert
      • Set QJS_dmgTypePreset[3] = Feuer
      • Set QJS_dmgTypePreset[4] = Kälte
      • Set QJS_dmgTypePreset[5] = Blitz
      • Set QJS_dmgTypePreset[6] = Gift
      • Set QJS_dmgTypePreset[7] = Seuche
      • Set QJS_dmgTypePreset[8] = Göttlich
      • Set QJS_dmgTypePreset[9] = Magie
      • Set QJS_dmgTypePreset[10] = Schall
      • Set QJS_dmgTypePreset[11] = Säure
      • Set QJS_dmgTypePreset[12] = Gewalt
      • Set QJS_dmgTypePreset[13] = Tod
      • Set QJS_dmgTypePreset[14] = Geist
      • Set QJS_dmgTypePreset[15] = Pflanze
      • Set QJS_dmgTypePreset[16] = Defensiv
      • Set QJS_dmgTypePreset[17] = Demolierung
      • Set QJS_dmgTypePreset[18] = Schleichendes Gift
      • Set QJS_dmgTypePreset[19] = Geistverbindung
      • Set QJS_dmgTypePreset[20] = Schattenschlag
      • Set QJS_dmgTypePreset[21] = Allgemein


Trigger:
  • Arrow Create
    • Ereignisse
    • Bedingungen
    • Aktionen
      • Set QJS_tempPos = (Position of QJ_Caster)
      • -------- Create Arrow Unit for Caster --------
      • Einheit - Create 1 QJ_Model for (Owner of QJ_Caster) at QJS_tempPos facing (Facing of QJ_Caster) degrees
      • Animation - Change (Last created unit)'s size to ((100.00 x QJ_Size)%, (100.00 x QJ_Size)%, ((100.00 x QJ_Size) + 1.00)%) of its original size
      • -------- Homing Limit for Target Unit only --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • QJ_TargetUnit Gleich Keine Einheit
        • 'THEN'-Aktionen
          • Set QJ_Homing = False
        • 'ELSE'-Aktionen
      • -------- Attack Type ID Limit --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • Or - Any (Conditions) are true
            • Bedingungen
              • QJ_attackTypeID Größer als 6
              • QJ_attackTypeID Kleiner als 0
        • 'THEN'-Aktionen
          • Set QJ_attackTypeID = 0
        • 'ELSE'-Aktionen
      • -------- Damage Type Limit --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • Or - Any (Conditions) are true
            • Bedingungen
              • QJ_damageTypeID Größer als 21
              • QJ_attackTypeID Kleiner als 0
        • 'THEN'-Aktionen
          • Set QJ_damageTypeID = 0
        • 'ELSE'-Aktionen
      • -------- Save stuff to hashtable of Arrow System --------
      • -------- Target Unit or Target Position --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • QJ_TargetUnit Gleich Keine Einheit
        • 'THEN'-Aktionen
          • -------- Target Point --------
          • -------- Calculate Distance and Angle --------
          • Set QJS_Angle = (Angle from QJS_tempPos to QJ_TargetPoint)
          • Set QJS_Distance = (Distance between QJS_tempPos and QJ_TargetPoint)
        • 'ELSE'-Aktionen
          • Set QJS_tempPos_Target = (Position of QJ_TargetUnit)
          • -------- Target Unit --------
          • Set QJS_Angle = (Angle from QJS_tempPos to QJS_tempPos_Target)
          • Set QJS_Distance = (Distance between QJS_tempPos and QJS_tempPos_Target)
          • -------- Save Victim --------
          • Hashtabelle - Save Handle OfQJ_TargetUnit as (Key victim) of (Key (Last created unit)) in QJS_arrowTable
          • -------- Clear --------
          • Custom script: call RemoveLocation(udg_QJS_tempPos_Target)
      • -------- Save Caster --------
      • Hashtabelle - Save Handle OfQJ_Caster as (Key caster) of (Key (Last created unit)) in QJS_arrowTable
      • -------- Save if Homing is False --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • QJ_Homing Gleich False
        • 'THEN'-Aktionen
          • -------- Save Angle --------
          • Hashtabelle - Save QJS_Angle as (Key angle) of (Key (Last created unit)) in QJS_arrowTable
          • -------- Save Distance --------
          • Hashtabelle - Save QJS_Distance as (Key dist) of (Key (Last created unit)) in QJS_arrowTable
        • 'ELSE'-Aktionen
      • -------- Save Damage --------
      • Hashtabelle - Save QJ_Damage as (Key dmg) of (Key (Last created unit)) in QJS_arrowTable
      • -------- Save Speed --------
      • Hashtabelle - Save QJ_Speed as (Key spd) of (Key (Last created unit)) in QJS_arrowTable
      • -------- Save Attack Type ID --------
      • Hashtabelle - Save QJ_attackTypeID as (Key atkid) of (Key (Last created unit)) in QJS_arrowTable
      • -------- Save Damage Type ID --------
      • Hashtabelle - Save QJ_damageTypeID as (Key dmgid) of (Key (Last created unit)) in QJS_arrowTable
      • -------- Collision --------
      • Hashtabelle - Save QJ_Collision as (Key collision) of (Key (Last created unit)) in QJS_arrowTable
      • -------- Homing --------
      • Hashtabelle - Save QJ_Homing as (Key homing) of (Key (Last created unit)) in QJS_arrowTable
      • -------- AoE --------
      • Hashtabelle - Save QJ_AoE as (Key aoe) of (Key (Last created unit)) in QJS_arrowTable
      • -------- Save AoE Radius / AoE Effect --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • QJ_AoE Gleich True
        • 'THEN'-Aktionen
          • -------- Save AoE Radius --------
          • Hashtabelle - Save QJ_AoERadius as (Key aoeradius) of (Key (Last created unit)) in QJS_arrowTable
          • -------- Save AoE Effect --------
          • Hashtabelle - Save QJ_AoESFX as (Key aoesfx) of (Key (Last created unit)) in QJS_arrowTable
        • 'ELSE'-Aktionen
      • -------- Pierce --------
      • Hashtabelle - Save QJ_Pierce as (Key pierce) of (Key (Last created unit)) in QJS_arrowTable
      • -------- Save Pierce Damaged Group (Empty) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • QJ_Pierce Gleich True
        • 'THEN'-Aktionen
          • Custom script: set udg_QJS_DamagedGroup = CreateGroup()
          • Hashtabelle - Save Handle OfQJS_DamagedGroup as (Key dgroup) of (Key (Last created unit)) in QJS_arrowTable
        • 'ELSE'-Aktionen
      • -------- Turn Collision for Arrow Off --------
      • Einheit - Turn collision for (Last created unit) Aus
      • -------- Add arrow unit to group --------
      • Einheitengruppe - Add (Last created unit) to QJS_arrowGroup
      • -------- Turn On Move --------
      • Auslöser - Turn on Arrow Move &lt;gen&gt;
      • -------- Clear --------
      • Custom script: call RemoveLocation(udg_QJS_tempPos)


Trigger:
  • Arrow Move
    • Ereignisse
      • Zeit - Every 0.03 seconds of game time
    • Bedingungen
    • Aktionen
      • -------- Pick every unit in arrow group --------
      • Einheitengruppe - Pick every unit in QJS_arrowGroup and do (Actions)
        • Schleifen - Aktionen
          • -------- Load values --------
          • -------- Load Caster --------
          • Set QJ_Caster = (Load (Key caster) of (Key (Picked unit)) in QJS_arrowTable)
          • -------- Load Victim --------
          • Set QJ_TargetUnit = (Load (Key victim) of (Key (Picked unit)) in QJS_arrowTable)
          • -------- Load Damage --------
          • Set QJ_Damage = (Load (Key dmg) of (Key (Picked unit)) from QJS_arrowTable)
          • -------- Load Speed --------
          • Set QJ_Speed = (Load (Key spd) of (Key (Picked unit)) from QJS_arrowTable)
          • -------- Load Attack Type ID --------
          • Set QJ_attackTypeID = (Load (Key atkid) of (Key (Picked unit)) from QJS_arrowTable)
          • -------- Load Damage Type ID --------
          • Set QJ_damageTypeID = (Load (Key dmgid) of (Key (Picked unit)) from QJS_arrowTable)
          • -------- Load Collision --------
          • Set QJ_Collision = (Load (Key collision) of (Key (Picked unit)) from QJS_arrowTable)
          • -------- Load AoE --------
          • Set QJ_AoE = (Load (Key aoe) of (Key (Picked unit)) from QJS_arrowTable)
          • -------- Load Homing --------
          • Set QJ_Homing = (Load (Key homing) of (Key (Picked unit)) from QJS_arrowTable)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • QJ_Homing Gleich True
            • 'THEN'-Aktionen
              • -------- Set Position --------
              • Set QJS_arrowPos = (Position of (Picked unit))
              • Set QJS_victimPos = (Position of QJ_TargetUnit)
              • -------- Update Angle &amp; Distance --------
              • Set QJS_Angle = (Angle from QJS_arrowPos to QJS_victimPos)
              • Set QJS_Distance = (Distance between QJS_arrowPos and QJS_victimPos)
              • -------- Distance - 50 if not Bug --------
              • Set QJS_Distance = (QJS_Distance - 50.00)
              • -------- Clear --------
              • Custom script: call RemoveLocation(udg_QJS_arrowPos)
              • Custom script: call RemoveLocation(udg_QJS_victimPos)
            • 'ELSE'-Aktionen
              • -------- Load Angle --------
              • Set QJS_Angle = (Load (Key angle) of (Key (Picked unit)) from QJS_arrowTable)
              • -------- Load Distance --------
              • Set QJS_Distance = (Load (Key dist) of (Key (Picked unit)) from QJS_arrowTable)
          • -------- Load Pierce --------
          • Set QJ_Pierce = (Load (Key pierce) of (Key (Picked unit)) from QJS_arrowTable)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • QJ_Pierce Gleich True
            • 'THEN'-Aktionen
              • Set QJS_DamagedGroup = (Load (Key dgroup) of (Key (Picked unit)) in QJS_arrowTable)
            • 'ELSE'-Aktionen
          • -------- Movement --------
          • Set QJS_tempPos = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • QJS_Distance Größer als 0.00
            • 'THEN'-Aktionen
              • -------- Move Position --------
              • Set QJS_movePos = (QJS_tempPos offset by QJ_Speed towards QJS_Angle degrees)
              • -------- Collision --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Bedingungen
                  • QJ_Collision Gleich True
                • 'THEN'-Aktionen
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • 'IF'-Bedingungen
                      • (Terrain pathing at QJS_movePos of type Begehbarkeit is off) Gleich True
                    • 'THEN'-Aktionen
                      • -------- Hit Cliff/Rock --------
                      • Schwebender Text - Create floating text that reads Hit Obstacle! at QJS_movePos with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
                      • Schwebender Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                      • Schwebender Text - Change (Last created floating text): Deaktivieren permanence
                      • Schwebender Text - Change the fading age of (Last created floating text) to 1.00 seconds
                      • Schwebender Text - Change the lifespan of (Last created floating text) to 1.50 seconds
                      • -------- If Pierce = False --------
                      • -------- Don't Do damage as pierce arrow will do damage while moving. --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • 'IF'-Bedingungen
                          • QJ_Pierce Gleich False
                        • 'THEN'-Aktionen
                          • -------- Deal Damage If AoE is On --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • 'IF'-Bedingungen
                              • QJ_AoE Gleich True
                            • 'THEN'-Aktionen
                              • -------- Attack Type ID Coversion --------
                              • Set QJS_AttackType = QJS_atkTypePreset[QJ_attackTypeID]
                              • -------- Damage Type ID Coversion --------
                              • Set QJS_DamageType = QJS_dmgTypePreset[QJ_damageTypeID]
                              • -------- Load AoE Radius --------
                              • Set QJ_AoERadius = (Load (Key aoeradius) of (Key (Picked unit)) from QJS_arrowTable)
                              • -------- Load Effect --------
                              • Set QJ_AoESFX = (Load (Key aoesfx) of (Key (Picked unit)) from QJS_arrowTable)
                              • -------- Create AoE Effect --------
                              • Spezialeffekt - Create a special effect at QJS_movePos using QJ_AoESFX
                              • Spezialeffekt - Destroy (Last created special effect)
                              • -------- Set Victim Group in AoE Range --------
                              • Set QJS_victimGroup = (Units within QJ_AoERadius of QJS_movePos matching ((((Matching unit) is alive) Gleich True) and (((Matching unit) belongs to an enemy of (Owner of QJ_Caster)) Gleich True)))
                              • -------- Damage --------
                              • Einheitengruppe - Pick every unit in QJS_victimGroup and do (Actions)
                                • Schleifen - Aktionen
                                  • Einheit - Cause QJ_Caster to damage (Picked unit), dealing QJ_Damage damage of attack type QJS_AttackType and damage type QJS_DamageType
                            • 'ELSE'-Aktionen
                              • -------- No Damage if AoE off --------
                        • 'ELSE'-Aktionen
                          • -------- If Pierce True, clear off Damaged Group --------
                          • Einheitengruppe - Remove all units from QJS_DamagedGroup
                          • Custom script: call DestroyGroup(udg_QJS_DamagedGroup)
                      • -------- Turn Collision for Arrow On --------
                      • Einheit - Turn collision for (Picked unit) Ein
                      • -------- Kill Arrow --------
                      • Einheit - Kill (Picked unit)
                      • -------- Remove from Arrow Group --------
                      • Einheitengruppe - Remove (Picked unit) from QJS_arrowGroup
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • 'IF'-Bedingungen
                          • (Number of units in QJS_arrowGroup) Gleich 0
                        • 'THEN'-Aktionen
                          • Auslöser - Turn off (This trigger)
                        • 'ELSE'-Aktionen
                      • -------- Clear Hash Table --------
                      • Hashtabelle - Clear all child hashtables of child (Key (Picked unit)) in QJS_arrowTable
                      • -------- Clear --------
                      • Custom script: call RemoveLocation(udg_QJS_movePos)
                    • 'ELSE'-Aktionen
                      • -------- Move Arrow --------
                      • Einheit - Move (Picked unit) instantly to QJS_movePos, facing QJS_Angle degrees
                      • -------- Update Distance --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • 'IF'-Bedingungen
                          • QJ_Homing Gleich False
                        • 'THEN'-Aktionen
                          • Hashtabelle - Save (QJS_Distance - QJ_Speed) as (Key dist) of (Key (Picked unit)) in QJS_arrowTable
                        • 'ELSE'-Aktionen
                      • -------- If Pierce = True --------
                      • -------- Do Damage --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • 'IF'-Bedingungen
                          • QJ_Pierce Gleich True
                        • 'THEN'-Aktionen
                          • -------- Attack Type ID Coversion --------
                          • Set QJS_AttackType = QJS_atkTypePreset[QJ_attackTypeID]
                          • -------- Damage Type ID Coversion --------
                          • Set QJS_DamageType = QJS_dmgTypePreset[QJ_damageTypeID]
                          • -------- Check for AoE --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • 'IF'-Bedingungen
                              • QJ_AoE Gleich True
                            • 'THEN'-Aktionen
                              • -------- Load AoE Radius --------
                              • Set QJ_AoERadius = (Load (Key aoeradius) of (Key (Picked unit)) from QJS_arrowTable)
                              • -------- Load Effect --------
                              • Set QJ_AoESFX = (Load (Key aoesfx) of (Key (Picked unit)) from QJS_arrowTable)
                            • 'ELSE'-Aktionen
                              • -------- AoE Radius = Default, 150 --------
                              • Set QJ_AoERadius = 150.00
                          • -------- Set Victim Group --------
                          • Set QJS_victimGroup = (Units within QJ_AoERadius of QJS_movePos matching ((((Matching unit) is alive) Gleich True) and ((((Matching unit) belongs to an enemy of (Owner of QJ_Caster)) Gleich True) and (((Matching unit) is in QJS_DamagedGroup) Gleich False))))
                          • Einheitengruppe - Pick every unit in QJS_victimGroup and do (Actions)
                            • Schleifen - Aktionen
                              • Set QJS_victimPos = (Position of (Picked unit))
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • 'IF'-Bedingungen
                                  • QJ_AoE Gleich True
                                • 'THEN'-Aktionen
                                  • -------- Create AoE Effect --------
                                  • Spezialeffekt - Create a special effect at QJS_victimPos using QJ_AoESFX
                                  • Spezialeffekt - Destroy (Last created special effect)
                                • 'ELSE'-Aktionen
                              • -------- Damage --------
                              • Einheit - Cause QJ_Caster to damage (Picked unit), dealing QJ_Damage damage of attack type QJS_AttackType and damage type QJS_DamageType
                              • -------- Damage Text --------
                              • Schwebender Text - Create floating text that reads Hit! at QJS_victimPos with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
                              • Schwebender Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                              • Schwebender Text - Change (Last created floating text): Deaktivieren permanence
                              • Schwebender Text - Change the fading age of (Last created floating text) to 1.00 seconds
                              • Schwebender Text - Change the lifespan of (Last created floating text) to 1.50 seconds
                              • -------- Add to Damage Group --------
                              • Einheitengruppe - Add (Picked unit) to QJS_DamagedGroup
                              • -------- Clear --------
                              • Custom script: call RemoveLocation(udg_QJS_victimPos)
                          • -------- Update Damaged Group in Hash Table --------
                          • Hashtabelle - Save Handle OfQJS_DamagedGroup as (Key dgroup) of (Key (Picked unit)) in QJS_arrowTable
                          • -------- Clear --------
                          • Custom script: call DestroyGroup(udg_QJS_victimGroup)
                        • 'ELSE'-Aktionen
                • 'ELSE'-Aktionen
                  • -------- Move Arrow --------
                  • Einheit - Move (Picked unit) instantly to QJS_movePos, facing QJS_Angle degrees
                  • -------- Update Distance --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • 'IF'-Bedingungen
                      • QJ_Homing Gleich False
                    • 'THEN'-Aktionen
                      • Hashtabelle - Save (QJS_Distance - QJ_Speed) as (Key dist) of (Key (Picked unit)) in QJS_arrowTable
                    • 'ELSE'-Aktionen
                  • -------- If Pierce = True --------
                  • -------- Do Damage --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • 'IF'-Bedingungen
                      • QJ_Pierce Gleich True
                    • 'THEN'-Aktionen
                      • -------- Attack Type ID Coversion --------
                      • Set QJS_AttackType = QJS_atkTypePreset[QJ_attackTypeID]
                      • -------- Damage Type ID Coversion --------
                      • Set QJS_DamageType = QJS_dmgTypePreset[QJ_damageTypeID]
                      • -------- Check for AoE --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • 'IF'-Bedingungen
                          • QJ_AoE Gleich True
                        • 'THEN'-Aktionen
                          • -------- Load AoE Radius --------
                          • Set QJ_AoERadius = (Load (Key aoeradius) of (Key (Picked unit)) from QJS_arrowTable)
                          • -------- Load Effect --------
                          • Set QJ_AoESFX = (Load (Key aoesfx) of (Key (Picked unit)) from QJS_arrowTable)
                        • 'ELSE'-Aktionen
                          • -------- AoE Radius = Default, 150 --------
                          • Set QJ_AoERadius = 150.00
                      • -------- Set Victim Group --------
                      • Set QJS_victimGroup = (Units within QJ_AoERadius of QJS_movePos matching ((((Matching unit) is alive) Gleich True) and ((((Matching unit) belongs to an enemy of (Owner of QJ_Caster)) Gleich True) and (((Matching unit) is in QJS_DamagedGroup) Gleich False))))
                      • Einheitengruppe - Pick every unit in QJS_victimGroup and do (Actions)
                        • Schleifen - Aktionen
                          • Set QJS_victimPos = (Position of (Picked unit))
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • 'IF'-Bedingungen
                              • QJ_AoE Gleich True
                            • 'THEN'-Aktionen
                              • -------- Create AoE Effect --------
                              • Spezialeffekt - Create a special effect at QJS_victimPos using QJ_AoESFX
                              • Spezialeffekt - Destroy (Last created special effect)
                            • 'ELSE'-Aktionen
                          • -------- Damage --------
                          • Einheit - Cause QJ_Caster to damage (Picked unit), dealing QJ_Damage damage of attack type QJS_AttackType and damage type QJS_DamageType
                          • -------- Damage Text --------
                          • Schwebender Text - Create floating text that reads Hit! at QJS_victimPos with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
                          • Schwebender Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                          • Schwebender Text - Change (Last created floating text): Deaktivieren permanence
                          • Schwebender Text - Change the fading age of (Last created floating text) to 1.00 seconds
                          • Schwebender Text - Change the lifespan of (Last created floating text) to 1.50 seconds
                          • -------- Add to Damage Group --------
                          • Einheitengruppe - Add (Picked unit) to QJS_DamagedGroup
                          • -------- Clear --------
                          • Custom script: call RemoveLocation(udg_QJS_victimPos)
                      • -------- Update Damaged Group in Hash Table --------
                      • Hashtabelle - Save Handle OfQJS_DamagedGroup as (Key dgroup) of (Key (Picked unit)) in QJS_arrowTable
                      • -------- Clear --------
                      • Custom script: call DestroyGroup(udg_QJS_victimGroup)
                    • 'ELSE'-Aktionen
              • -------- Clear --------
              • Custom script: call RemoveLocation(udg_QJS_movePos)
            • 'ELSE'-Aktionen
              • -------- End --------
              • -------- Pierce = False --------
              • -------- Remove End Damage as Moving will do Damage --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Bedingungen
                  • QJ_Pierce Gleich False
                • 'THEN'-Aktionen
                  • -------- Attack Type ID Coversion --------
                  • Set QJS_AttackType = QJS_atkTypePreset[QJ_attackTypeID]
                  • -------- Damage Type ID Coversion --------
                  • Set QJS_DamageType = QJS_dmgTypePreset[QJ_damageTypeID]
                  • -------- Position of Arrow --------
                  • Set QJS_arrowPos = (Position of (Picked unit))
                  • -------- Deal Damage --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • 'IF'-Bedingungen
                      • QJ_TargetUnit Gleich Keine Einheit
                    • 'THEN'-Aktionen
                      • -------- Target Point --------
                      • -------- Check for AoE or Single Target --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • 'IF'-Bedingungen
                          • QJ_AoE Gleich True
                        • 'THEN'-Aktionen
                          • -------- AOE --------
                          • -------- Load AoE Radius --------
                          • Set QJ_AoERadius = (Load (Key aoeradius) of (Key (Picked unit)) from QJS_arrowTable)
                          • -------- Load Effect --------
                          • Set QJ_AoESFX = (Load (Key aoesfx) of (Key (Picked unit)) from QJS_arrowTable)
                          • -------- Create AoE Effect --------
                          • Spezialeffekt - Create a special effect at QJS_arrowPos using QJ_AoESFX
                          • Spezialeffekt - Destroy (Last created special effect)
                          • -------- Set Victim Group in AoE Range --------
                          • Set QJS_victimGroup = (Units within QJ_AoERadius of QJS_arrowPos matching ((((Matching unit) is alive) Gleich True) and (((Matching unit) belongs to an enemy of (Owner of QJ_Caster)) Gleich True)))
                          • -------- Damage --------
                          • Einheitengruppe - Pick every unit in QJS_victimGroup and do (Actions)
                            • Schleifen - Aktionen
                              • Einheit - Cause QJ_Caster to damage (Picked unit), dealing QJ_Damage damage of attack type QJS_AttackType and damage type QJS_DamageType
                          • -------- Clear --------
                          • Custom script: call DestroyGroup(udg_QJS_victimGroup)
                        • 'ELSE'-Aktionen
                          • -------- Single Target --------
                          • -------- Set Victim Group --------
                          • Set QJS_victimGroup = (Units within 150.00 of QJS_arrowPos matching ((((Matching unit) is alive) Gleich True) and (((Matching unit) belongs to an enemy of (Owner of QJ_Caster)) Gleich True)))
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • 'IF'-Bedingungen
                              • (Number of units in QJS_victimGroup) Größer als 0
                            • 'THEN'-Aktionen
                              • Einheit - Cause QJ_Caster to damage (Random unit from QJS_victimGroup), dealing QJ_Damage damage of attack type QJS_AttackType and damage type QJS_DamageType
                            • 'ELSE'-Aktionen
                          • -------- Clear --------
                          • Custom script: call DestroyGroup(udg_QJS_victimGroup)
                    • 'ELSE'-Aktionen
                      • -------- Target Unit --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • 'IF'-Bedingungen
                          • QJ_AoE Gleich True
                        • 'THEN'-Aktionen
                          • -------- AOE --------
                          • -------- Load AoE Radius --------
                          • Set QJ_AoERadius = (Load (Key aoeradius) of (Key (Picked unit)) from QJS_arrowTable)
                          • -------- Load Effect --------
                          • Set QJ_AoESFX = (Load (Key aoesfx) of (Key (Picked unit)) from QJS_arrowTable)
                          • -------- Create AoE Effect --------
                          • Spezialeffekt - Create a special effect at QJS_arrowPos using QJ_AoESFX
                          • Spezialeffekt - Destroy (Last created special effect)
                          • -------- Set Victim Group in AoE Range --------
                          • Set QJS_victimGroup = (Units within QJ_AoERadius of QJS_arrowPos matching ((((Matching unit) is alive) Gleich True) and (((Matching unit) belongs to an enemy of (Owner of QJ_Caster)) Gleich True)))
                          • -------- Damage --------
                          • Einheitengruppe - Pick every unit in QJS_victimGroup and do (Actions)
                            • Schleifen - Aktionen
                              • Einheit - Cause QJ_Caster to damage (Picked unit), dealing QJ_Damage damage of attack type QJS_AttackType and damage type QJS_DamageType
                          • -------- Clear --------
                          • Custom script: call DestroyGroup(udg_QJS_victimGroup)
                        • 'ELSE'-Aktionen
                          • -------- Single Target --------
                          • -------- Set Victim Group --------
                          • Set QJS_victimGroup = (Units within 150.00 of QJS_arrowPos matching ((Matching unit) Gleich QJ_TargetUnit))
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • 'IF'-Bedingungen
                              • (QJ_TargetUnit is alive) Gleich True
                              • (Number of units in QJS_victimGroup) Größer als 0
                            • 'THEN'-Aktionen
                              • Einheit - Cause QJ_Caster to damage QJ_TargetUnit, dealing QJ_Damage damage of attack type QJS_AttackType and damage type QJS_DamageType
                            • 'ELSE'-Aktionen
                              • -------- Miss. --------
                              • Schwebender Text - Create floating text that reads Miss! at QJS_arrowPos with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
                              • Schwebender Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                              • Schwebender Text - Change (Last created floating text): Deaktivieren permanence
                              • Schwebender Text - Change the fading age of (Last created floating text) to 1.00 seconds
                              • Schwebender Text - Change the lifespan of (Last created floating text) to 1.50 seconds
                          • -------- Clear --------
                          • Custom script: call DestroyGroup(udg_QJS_victimGroup)
                • 'ELSE'-Aktionen
                  • -------- If Pierce True, clear off Damaged Group --------
                  • Einheitengruppe - Remove all units from QJS_DamagedGroup
                  • Custom script: call DestroyGroup(udg_QJS_DamagedGroup)
              • -------- Clear --------
              • Custom script: call RemoveLocation(udg_QJS_arrowPos)
              • -------- Turn Collision for Arrow On --------
              • Einheit - Turn collision for (Picked unit) Ein
              • -------- Kill Arrow --------
              • Einheit - Kill (Picked unit)
              • -------- Remove from Arrow Group --------
              • Einheitengruppe - Remove (Picked unit) from QJS_arrowGroup
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Bedingungen
                  • (Number of units in QJS_arrowGroup) Gleich 0
                • 'THEN'-Aktionen
                  • Auslöser - Turn off (This trigger)
                • 'ELSE'-Aktionen
              • -------- Clear Hash Table --------
              • Hashtabelle - Clear all child hashtables of child (Key (Picked unit)) in QJS_arrowTable
          • -------- Clear --------
          • Custom script: call RemoveLocation(udg_QJS_tempPos)


Trigger:
  • Example 4
    • Ereignisse
      • Einheit - A unit Startet den Effekt einer Fähigkeit
    • Bedingungen
      • (Ability being cast) Gleich Example 4
    • Aktionen
      • -------- Set all variables that is needed --------
      • Set QJ_Caster = (Triggering unit)
      • Set QJ_attackTypeID = 5
      • Set QJ_damageTypeID = 21
      • Set QJ_Damage = 250.00
      • Set QJ_Speed = 20.00
      • Set QJ_Model = Dummy 4
      • Set QJ_Size = 3.00
      • Set QJ_TargetUnit = Keine Einheit
      • Set QJ_TargetPoint = (Target point of ability being cast)
      • Set QJ_Homing = False
      • Set QJ_Collision = True
      • Set QJ_Pierce = True
      • Set QJ_AoE = False
      • -------- Run Arrow Create --------
      • Auslöser - Run Arrow Create &lt;gen&gt; (ignoring conditions)
 
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  • tom_mai78101 tom_mai78101:
    Thanks for the context.
    +1
  • The Helper The Helper:
    Happy Hump Day!!!
  • Blackveiled Blackveiled:
    TH old fart gotta have a beer with me one of these days
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    I am down anytime Blackveiled
  • Blackveiled Blackveiled:
    count on it then cause you don't live that far from me hah
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    really that is cool!
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    Hey Tom I added a new Weird tag to the News Prefixes
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    What is up Blackveiled?
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    Chillin', lurkin'. :D
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    I am working on a bunch of site projects right now doing a bunch of behind the scenes stuff and trying to clean up some stuff that I let slide when I got lazy with the site for a few years...
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    Are you in Houston Blackveiled or just in Texas?
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    Houston
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    I've been living here since 2014.
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    OK banlord we need to get together soon! The only other member of the site I know in Houston is XXX Conan
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    and he does not want none lol
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    he put up a picture of his mom one time and she was HOT!
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    I wish we still had that
  • Blackveiled Blackveiled:
    Lmao you scared him off I see.
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    he will be back
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    Conan was like 12 when he started here
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    Yeah I was 12 when I started here as well.
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    you guys were just kids
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