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Modification to "Leaping Strike"

03-11-2007, 08:22 PM#1
GamesSmash
Hello,

I downloaded one of the spells named "leaping strike". It had 10 different triggers so I tried to compress it into 1. However, when I try using this trigger, the units flying path is inaccurate. Please give me some suggestions:

Trigger:
Leaping Strike
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Sacred Healing Power
Collapse Actions
Collapse Player Group - Pick every player in (All players) and do (Actions)
Collapse Loop - Actions
If ((Owner of (Casting unit)) Equal to (Picked player)) then do (Set CastingUnit[(Player number of (Picked player))] = (Casting unit)) else do (Do nothing)
Collapse Player Group - Pick every player in (All players) and do (Actions)
Collapse Loop - Actions
If ((Owner of (Casting unit)) Equal to (Picked player)) then do (Set IntegerToMoveCastingUnit[(Player number of (Picked player))] = (Integer((Distance between (Position of (Casting unit)) and (Target point of ability being cast))))) else do (Do nothing)
Wait 0.01 game-time seconds
Unit - Pause (Casting unit)
Unit - Turn collision for (Casting unit) Off
Animation - Change (Casting unit)'s animation speed to 70.00% of its original speed
Animation - Play (Casting unit)'s attack slam animation
Unit - Add Crow Form to (Casting unit)
Unit - Remove Crow Form from (Casting unit)
Animation - Change (Casting unit) flying height to 500.00 at 800.00
Collapse For each (Integer A) from 1 to 100, do (Actions)
Collapse Loop - Actions
Wait 0.01 game-time seconds
Set TempPoint = ((Position of (Triggering unit)) offset by ((Real(IntegerToMoveCastingUnit[(Player number of (Owner of (Triggering unit)))])) / 80.00) towards (Facing of (Casting unit)) degrees)
Unit - Move (Casting unit) instantly to TempPoint
Custom script: call RemoveLocation( udg_TempPoint )
Set Int = (Integer((Current flying height of (Triggering unit))))
Collapse For each (Integer A) from 1 to 100, do (Actions)
Collapse Loop - Actions
Animation - Change (Casting unit) flying height to (Real(Int)) at 1000000000.00
Wait 0.01 game-time seconds
Set TempPoint = ((Position of (Triggering unit)) offset by ((Real(IntegerToMoveCastingUnit[(Player number of (Owner of (Triggering unit)))])) / 80.00) towards (Facing of (Casting unit)) degrees)
Unit - Move (Casting unit) instantly to TempPoint
Custom script: call RemoveLocation( udg_TempPoint )
Set Int = (Int - 50)
Unit - Turn collision for (Casting unit) On
Animation - Change (Casting unit) flying height to (Default flying height of (Triggering unit)) at 1000000000.00
Animation - Change (Casting unit)'s animation speed to 100.00% of its original speed
Unit - Unpause (Casting unit)
Set TempPoint = ((Position of (Casting unit)) offset by 50.00 towards (Facing of (Casting unit)) degrees)
Unit - Create 1 Drawn Animal for (Owner of (Casting unit)) at TempPoint facing Default building facing degrees
Custom script: call RemoveLocation( udg_TempPoint )
Unit - Add Sacred Tri-Link Shield to (Last created unit)
Unit - Set level of Sacred Tri-Link Shield for (Last created unit) to (Level of Sacred Healing Power for (Casting unit))
Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
03-11-2007, 09:01 PM#2
oNdizZ
Perhaps there was a reason why there was 10 different triggers. Anyways, in what way is the flying path inaccurate?
03-11-2007, 09:54 PM#3
wantok
You are using casting unit and triggering unit after waits.
03-11-2007, 10:04 PM#4
Captain Griffen
And using waits in a way that'll never work. Can't go below ~0.1 seconds.