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Spell--Grow Tree

06-09-2004, 12:28 AM#1
Xinlitik
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
Moose-Head_Man
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
Xinlitik
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
Moose-Head_Man
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
Xinlitik
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
xGT4x
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]
2. Trigger:
Code:
E: /
C: /
A: (The actions for entangling, you should know what I mean...)
Don't have editor open atm but it should work like that^
Cleaning Functions not included :8
06-09-2004, 08:23 PM#7
Vexorian
There is no reason at all to ever use GUI, just my thought
06-09-2004, 10:10 PM#8
Xinlitik
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:
There is no reason at all to ever use GUI, just my thought

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
xGT4x
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
Xinlitik
Ah, I see what you mean.
06-10-2004, 10:46 PM#11
xGT4x
But at all I don't like spells that use doodads, too o_O
08-23-2004, 11:08 PM#12
Astrall
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
Mythmon
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
Vexorian
Just extract common.j and blizzard.j from war3patch.mpq