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

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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
- If - Conditions
- 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
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 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
- If - Conditions
- 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
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- 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
- If - Conditions
- 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 - Conditions
- 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
- If - Conditions
- 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 - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - 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 - Conditions
- 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 - Conditions
- 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
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- If - Conditions
- 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
- Conditions
- And - All (Conditions) are 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
- If - Conditions
- Wait 0.00 seconds
- Loop - Actions
- 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
- Conditions
- And - All (Conditions) are 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
- If - Conditions
- Special Effect - Destroy ThunderClap
- Special Effect - Destroy ShockwaveAir
- Special Effect - Destroy ShockwaveLand
- Events

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