Simple Jump Spell

chukky-jr

Member
Reaction score
15
i got a few question regarding my spell

Trigger:
  • Jump
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Jump
    • Actions
      • Set JumpInteger = (Player number of (Owner of (Casting unit)))
      • Set JumpUnit[JumpInteger] = (Casting unit)
      • Set Jump_position[JumpInteger] = (Position of JumpUnit[JumpInteger])
      • Set JumpTarget[JumpInteger] = (Target point of ability being cast)
      • Set JumpAngle[JumpInteger] = (Facing of (Casting unit))
      • Set JumpStop[JumpInteger] = 200
      • Unit - Add Storm Crow Form to JumpUnit[JumpInteger]
      • Unit - Remove Storm Crow Form from JumpUnit[JumpInteger]
      • Unit - Turn collision for JumpUnit[JumpInteger] Off
      • Animation - Change JumpUnit[JumpInteger] flying height to 400.00 at 125.00
      • Custom script: call RemoveLocation(udg_JumpTarget[udg_JumpInteger])
      • Trigger - Turn on JumpMove <gen>


Trigger:
  • JumpMove
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • JumpStop[JumpInteger] Greater than 0
        • Then - Actions
          • Unit - Move JumpUnit[JumpInteger] instantly to JumpMove[JumpInteger]
          • Custom script: call RemoveLocation(udg_JumpMove[udg_JumpInteger])
          • Custom script: call RemoveLocation(udg_Jump_position[udg_JumpInteger])
          • Set Jump_position[JumpInteger] = (Position of JumpUnit[JumpInteger])
          • Set JumpMove[JumpInteger] = (Jump_position[JumpInteger] offset by 10.00 towards JumpAngle[JumpInteger] degrees)
          • Set JumpStop[JumpInteger] = (JumpStop[JumpInteger] - 10)
        • Else - Actions
          • Trigger - Turn off (This trigger)
          • Custom script: call RemoveLocation(udg_JumpMove[udg_JumpInteger])
          • Custom script: call RemoveLocation(udg_Jump_position[udg_JumpInteger])
      • Animation - Change JumpUnit[JumpInteger] flying height to 0.00 at 125.00
      • Unit - Turn collision for JumpUnit[JumpInteger] On


1. does it MUI?
2. does it leakless?
3. the main problem i had was the unit height doesn't change, anyone can help me with that?
 

Ryushi

"I will stand, or I will fall. I will not sit."
Reaction score
59
1. No, but it is MPI, so as long as each player can only have one unit with the ability, you are still good.
2. I didn't see any leaks on first glance, though the way you are doing things is confusing, so I had a little difficulty following.
3. The reason the unit height doesn't change is because you only change the height in the first trigger, which is when the unit casts the ability. The moment the second triggers runs, which will be pretty much right after the first one, the height is reset back to 0, and stays there for the rest of the effect of your ability.
 

chukky-jr

Member
Reaction score
15
how do i play the Casting Unit walk animation? i mean where should i put the trigger, and what trigger should be used? queue or play?
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Staff online

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top