Gummi_Bears
New Member
- Reaction score
- 5
Im trying to make some code for sliding, but the one ive created so far has many gaps. The code works fine for sliding, except sometimes i can still turn without 'target issuing a point' triggers, meaning theres slight gaps in the loop.. How can i improve this code/change it/fix it??
help much appreciated
Code:
Settings
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 12.00
Game - Turn the day/night cycle Off
Set S_Hero[1] = Demon Hunter 0005 <gen>
Set S_Hero[2] = Demon Hunter 0000 <gen>
Set S_Hero[3] = Demon Hunter 0007 <gen>
Set S_Hero[4] = Demon Hunter 0006 <gen>
Set S_Hero[5] = Demon Hunter 0008 <gen>
Set S_Hero[6] = Demon Hunter 0009 <gen>
Set S_Hero[7] = Demon Hunter 0010 <gen>
Set S_Hero[8] = Demon Hunter 0011 <gen>
Set S_Hero[9] = Demon Hunter 0012 <gen>
Set S_Hero[10] = Demon Hunter 0013 <gen>
Set S_Hero[11] = Demon Hunter 0014 <gen>
Set S_Terrain[1] = Northrend - Snow
Set S_Terrain[2] = Northrend - Ice
Set S_Terrain[3] = Icecrown Glacier - Dark Ice
Set S_Terrain[4] = Icecrown Glacier - Ice
Code:
Sliding
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 11, do (Actions)
Loop - Actions
Set S_Pos[(Integer A)] = (Position of S_Hero[(Integer A)])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at S_Pos[(Integer A)]) Equal to S_Terrain[1]
(S_Hero[(Integer A)] is alive) Equal to True
Then - Actions
Unit - Kill S_Hero[(Integer A)]
Custom script: call RemoveLocation( udg_S_Pos[GetForLoopIndexA()] )
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(S_Hero[(Integer A)] is alive) Equal to True
Or - Any (Conditions) are true
Conditions
(Terrain type at S_Pos[(Integer A)]) Equal to S_Terrain[2]
(Terrain type at S_Pos[(Integer A)]) Equal to S_Terrain[3]
(Terrain type at S_Pos[(Integer A)]) Equal to S_Terrain[4]
Then - Actions
Set S_Pos[(Integer A)] = (Position of S_Hero[(Integer A)])
Set S_Point[(Integer A)] = (S_Pos[(Integer A)] offset by 10.00 towards (Facing of S_Hero[(Integer A)]) degrees)
Unit - Move S_Hero[(Integer A)] instantly to S_Point[(Integer A)]
Custom script: call RemoveLocation( udg_S_Point[GetForLoopIndexA()] )
Else - Actions
Custom script: call RemoveLocation( udg_S_Pos[GetForLoopIndexA()] )
help much appreciated