| 06-09-2004, 12:28 AM | #1 |
Here's a new spell. It grows a tree at the target point, which roots enemies if they come near it. I'll post a screenshot later, but for now I gotta go. Version 2: In the first version I accidentally declared victory in the first 10 seconds because of a bad condition. 8) |
| 06-09-2004, 12:54 AM | #2 |
if you used JASS i will be ashamed, lolz that is a very simple spell, yet still fun and creative, good idea |
| 06-09-2004, 01:40 AM | #3 |
Thanks :) .Yes, I used JASS, and no it's not simple lol. Simple to do it 1 at a time, but if you want multi-instanceable it's not. |
| 06-09-2004, 01:45 AM | #4 |
i think i could make it multiple with just GUI triggers, just do an entering unit= to tree or w/e, if Tree Number=1, set Treenumber2 to entering unit, turn on Treenumber2 cast, Treenumber 2 cast- Every .01 seconds Pick everyunit in (range)of Treenumber2 and cast roots on picked target. (you will have it set so there is an array variable that has like 8 numbers and everytime the spell is cast the variable is added to 1 more, that will the triggers will know which tree to cast on. |
| 06-09-2004, 01:58 AM | #5 |
Ahh but that's not how the spell works. :) It casts when someone enters a circle with a radius of 600 around the tree. Every few seconds would mean permanent rooting. Nice try tho. ;) |
| 06-09-2004, 12:41 PM | #6 |
At all it's makeable with GUI: First make one Doodad Variable without an Array named 'Tree'. 1. Trigger: Code:
E: A unit starts the effect of an ability
C: Ability being cast equal to (TheSpell)
A: Custom Text : Local doodad udg_tree
Doodads - Create 1 (AnyTree) at target point of ability being cast
Set [tree] = Last Created Doodad
To (2.Trigger) add the event A unit comes in (Range) of Last Created Doodad
Wait (LastingTime) seconds.
Destroy [tree]Code:
E: / C: / A: (The actions for entangling, you should know what I mean...) Cleaning Functions not included :8 |
| 06-09-2004, 08:23 PM | #7 |
There is no reason at all to ever use GUI, just my thought |
| 06-09-2004, 10:10 PM | #8 | |
Well, first of all, you arent cleaning up the trigger's events. It will just pile up and up... Second of all, that's not GUI anymore. :) There's no such thing as a local in GUI...that would be the custom script action. I'm saying that it's not possible with pure, unadulterated GUI. Quote:
Now that I see how amazingly clean JASS is as compared to GUI, I dont want to ever go back lol. |
| 06-10-2004, 05:32 PM | #9 |
Man I just said it is possible, if I would make it in my map I wouldn't do it like I posted it, just wanted to say that it IS possible! Additionally I prefer doing in GUI everything that's possible and just use some custom text for cleaning/local variables... |
| 06-10-2004, 10:42 PM | #10 |
Ah, I see what you mean. |
| 06-10-2004, 10:46 PM | #11 |
But at all I don't like spells that use doodads, too o_O |
| 08-23-2004, 11:08 PM | #12 |
Maybe I'm missing something, but couldn't you just make a tower-like unit that looks like a tree and has passive rooting ability(with x max range and far sight), and summon it with the spell? |
| 08-24-2004, 01:03 AM | #13 |
well, that would work if you could make entagle passive, but you cant without triggers about the JASSvsGUI, i use GUI only because i dont know a mojority of the functions, someone should make a list of JASS function with descriptions and a cross reference to any available gui triggers with examples |
| 08-24-2004, 12:42 PM | #14 |
Just extract common.j and blizzard.j from war3patch.mpq |
