Spell Slide/Jump

U are a noob

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Currently rewritting.



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This is a slide that i made.

How it works: The unit who castes the slide spell will start running forward for .7 seconds, at max speed, to build up speed and then starts sliding while
Trigger:
  • Slide Part1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Forward Slide
    • Actions
      • Custom script: local unit udg_Slideunit
      • Set Slideunit = (Casting unit)
      • Set slideplayer = (Owner of Slideunit)
      • Set unitpos = (Position of Slideunit)
      • -------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~IMPLEMENTING~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------
      • -------- --------------------------------------------------------------------------------Shockwave --------
      • -------- ShockWaveLand-Determines whether you have a shockwave attached to your origin or not on the lane. --------
      • Set ShockWaveLand = True
      • -------- ShockWaveLand-End Defualt: True Type: Boolean --------
      • -------- ShockWaveAir-Determines whether you have a shockwave attached to your origin or not in the air. --------
      • Set ShockWaveAir = False
      • -------- ShockWaveAir-End Defualt: False Type: Boolean --------
      • -------- --------------------------------------------------------------------------------SpecialEffectModel --------
      • -------- SpecialModels-Set to the models you want for the extra effects besides the shockwave. --------
      • Set SpecialEffectModel[1] = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
      • Set SpecialEffectModel[2] = Abilities\Weapons\CannonTowerMissile\CannonTowerMissile.mdl
      • Set SpecialEffectModel[3] = abilities\weapons\DemolisherMissile\DemolisherMissile.mdl
      • Set SpecialEffectModel[4] = Abilities\Spells\Orc\EarthQuake\EarthQuakeTarget.mdl
      • -------- SpecialModels-End Type: String --------
      • -------- --------------------------------------------------------------------------------SonicBoomEnd --------
      • -------- SonicBoomEnd-Set to true if you want to make a sonic boom at the end. --------
      • Set SonicBoomEnd = True
      • -------- SonicBoomEnd-End Default: True Type: Boolean --------
      • -------- --------------------------------------------------------------------------------Animation --------
      • -------- Animation-the animation you want playeed while sliding. --------
      • Set Animation = stand defend
      • -------- Animation-End Defualt: stand defend Type: String --------
      • -------- --------------------------------------------------------------------------------Jump --------
      • -------- Jump-Set to true if you want to make it a jump spell. --------
      • Set Jump = False
      • -------- Jump-End Default: False Type: Boolean --------
      • -------- JumpHeight-How high you jump. Half of the jump height is the height rate. --------
      • Set JumpHeight = 500.00
      • -------- JumpHeight-End Default: 500.00 Type: Real --------
      • -------- --------------------------------------------------------------------------------Damage --------
      • -------- Damage-Set to true if you want to make it so it deals damage. --------
      • Set Damage = True
      • -------- Damage-End Default: True Type: Boolean --------
      • -------- DamageAmount-Amount of damage dealt to units in the way. --------
      • Set DamageAmount = 50.00
      • -------- DamageAmount-End Default: 50.00 Type: Real --------
      • -------- DamageSize-The area of which units are delth damage to.Higher the bigger. Lower the smaller. --------
      • Set DamageSize = 250.00
      • -------- Damage-End Default: 250.00 Type: Real --------
      • -------- --------------------------------------------------------------------------------Distance --------
      • -------- Distance1-Determines Base Speed. Higher the faster. Lower the slower. --------
      • Set Distance1 = 5
      • -------- Distance1-End Default: 5 Type: Interger --------
      • -------- Distance2-How long the slide goes on for. Also determines base speed.Higher the faster. Lower the slower. --------
      • Set Distance2 = 25
      • -------- Distance2-End Default: 25 Type: Interger --------
      • -------- --------------------------------------------------------------------------------Push --------
      • -------- AreaSizeForPush-Area of units who will be pushed.Higher the bigger. Lower the smaller. --------
      • Set AreaSizeForPush = 250.00
      • -------- AreaSizeForPush-End Default: 250.00 Type: Real --------
      • -------- PushDistance-Determinds the distance the units get pushed.Higher the farther. Lower the shorter. --------
      • Set PushDistance = 50.00
      • -------- PushDistance-End Default: 50.00 Type: Real --------
      • -------- --------------------------------------------------------------------------------Speed --------
      • -------- Acceleration- Increase Slide Speed. Higher the fast. Lower the slower. --------
      • Set Acceleration = 3.00
      • -------- Acceleration-End Default: 3.00 Type: Real --------
      • -------- WhenToSlowDown-Show whe the slide start slowing down --------
      • Set WhenToSlowDown = 21
      • -------- WhenToSlowDown-End Default: 21 Type: Interger --------
      • -------- MovementSpeedDivider-How much the units movement speed get divided by.Higher the slower. Lower the faster. --------
      • Set MovementSpeedDivider = 100.00
      • -------- MovementSpeedDivider-End Default: 100.00 Type: Real --------
      • -------- SpeedReducerBeforeThreeFourths-Slows down the slide speed before 3/4 of the distance.Higher the slower. Lower the faster. --------
      • Set SpeedReducerBefroeThreeFourths = 1.50
      • -------- SpeedReducerBeforeThreeFourths-End Default: 1.50 Type: Real --------
      • -------- SpeedReducerAfterThreeFourths-Slows down the slide speed after 3/4 of the distance.Higher the slower. Lower the faster. --------
      • Set SpeedReducerAfterThreeFourths = 2.50
      • -------- SpeedReducerAfterThreeFourths-End Default: 2.50 Type: Real --------
      • -------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~IMPLEMENTINGEND~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------
      • Unit - Add Inventory (Hero) to Slideunit
      • Hero - Create Rune of Speed and give it to Slideunit
      • Unit - Remove Inventory (Hero) from Slideunit
      • Unit - Turn collision for Slideunit Off
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Jump Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ShockWaveAir Equal to True
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of Slideunit using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
              • Set ShockwaveAir = (Last created special effect)
            • Else - Actions
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • Set unitpos = (Position of Slideunit)
              • Unit - Add Fly to Slideunit
              • Animation - Change Slideunit flying height to JumpHeight at (JumpHeight / 2.00)
              • Unit - Remove Fly from Slideunit
              • Unit - Order Slideunit to Move To (unitpos offset by 70.00 towards (Facing of Slideunit) degrees)
              • Custom script: call RemoveLocation (udg_unitpos)
              • Wait 0.00 seconds
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Jump Equal to False
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ShockWaveLand Equal to True
                • Then - Actions
                  • Special Effect - Create a special effect attached to the origin of Slideunit using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
                  • Set ShockwaveLand = (Last created special effect)
                • Else - Actions
              • For each (Integer A) from 1 to 6, do (Actions)
                • Loop - Actions
                  • Set unitpos = (Position of Slideunit)
                  • Unit - Order Slideunit to Move To (unitpos offset by 70.00 towards (Facing of Slideunit) degrees)
                  • Custom script: call RemoveLocation (udg_unitpos)
                  • Wait 0.00 seconds
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Animation Equal to stand defend
        • Then - Actions
          • Unit - Order Slideunit to Human Footman - Defend
        • Else - Actions
      • Unit - Pause Slideunit
      • Animation - Play Slideunit's Animation animation
      • For each (Integer A) from Distance1 to Distance2, do (Actions)
        • Loop - Actions
          • Set unitpos = (Position of Slideunit)
          • Set pushunit = (Units within AreaSizeForPush of unitpos matching ((Owner of (Matching unit)) Not equal to slideplayer))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Damage Equal to True
              • Jump Equal to False
            • Then - Actions
              • Unit - Cause Slideunit to damage circular area after 0.00 seconds of radius DamageSize at unitpos, dealing DamageAmount damage of attack type Spells and damage type Normal
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Jump Equal to False
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of Slideunit using SpecialEffectModel[1]
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect attached to the origin of Slideunit using SpecialEffectModel[2]
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect attached to the origin of Slideunit using SpecialEffectModel[3]
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect attached to the origin of Slideunit using SpecialEffectModel[4]
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
          • Unit Group - Pick every unit in pushunit and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Jump Equal to False
                • Then - Actions
                  • Set unitpos2 = (Position of (Picked unit))
                  • Unit - Move (Picked unit) instantly to (unitpos2 offset by PushDistance towards (Facing of Slideunit) degrees)
                  • Custom script: call RemoveLocation (udg_unitpos2)
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Integer A) Less than (WhenToSlowDown - 1)
            • Then - Actions
              • Unit - Move Slideunit instantly to (unitpos offset by (((Real((Integer A))) / SpeedReducerBefroeThreeFourths) x (((Current movement speed of Slideunit) / MovementSpeedDivider) x Acceleration)) towards (Facing of Slideunit) degrees)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Integer A) Greater than or equal to WhenToSlowDown
            • Then - Actions
              • Unit - Move Slideunit instantly to (unitpos offset by (((Real((Integer A))) / SpeedReducerAfterThreeFourths) x (((Current movement speed of Slideunit) / MovementSpeedDivider) x Acceleration)) towards (Facing of Slideunit) degrees)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Integer A) Equal to ((Distance1 + Distance2) / 2)
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Jump Equal to True
                • Then - Actions
                  • Animation - Change Slideunit flying height to 0.00 at (JumpHeight / 1.50)
                • Else - Actions
            • Else - Actions
          • Custom script: call RemoveLocation (udg_unitpos)
          • Custom script: call DestroyGroup (udg_pushunit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • (Integer A) Equal to Distance2
                  • SonicBoomEnd Equal to True
            • Then - Actions
              • Set unitpos = (Position of Slideunit)
              • Unit - Create 1 Dummy for slideplayer at unitpos facing (Facing of Slideunit) degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Breath Of Fire (unitpos offset by 400.00 towards (Facing of Slideunit) degrees)
              • Custom script: call RemoveLocation (udg_unitpos)
            • Else - Actions
          • Wait 0.00 seconds
      • Unit - Unpause Slideunit
      • Unit - Order Slideunit to Human Footman - Stop Defend
      • Unit - Turn collision for Slideunit On
      • Custom script: call RemoveLocation (udg_unitpos)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • Jump Equal to True
        • Then - Actions
          • Set unitpos = (Position of Slideunit)
          • Special Effect - Create a special effect at unitpos using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
          • Environment - Create a 0.50 second Temporary crater deformation at unitpos with radius 250.00 and depth 100.00
          • Set ThunderClap = (Last created special effect)
          • Custom script: call RemoveLocation (udg_unitpos)
        • Else - Actions
      • Special Effect - Destroy ThunderClap
      • Special Effect - Destroy ShockwaveAir
      • Special Effect - Destroy ShockwaveLand

http://www.inaneasylum.org/users/uareanoob/photo.php?id=1
http://www.inaneasylum.org/users/uareanoob/photo.php?id=2
http://www.inaneasylum.org/users/uareanoob/photo.php?id=3
http://www.inaneasylum.org/users/uareanoob/photo.php?id=4
http://www.inaneasylum.org/users/uareanoob/photo.php?id=5
http://www.inaneasylum.org/users/uareanoob/photo.php?id=6
http://www.inaneasylum.org/users/uareanoob/photo.php?id=7
http://www.inaneasylum.org/users/uareanoob/photo.php?id=9[/del]
 

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