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 De GUI a MUI

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Inventario :
Espada de la Oscuridad De GUI a MUI Empysl10 Armadura Lunar Avanzada
De GUI a MUI Empysl10 De GUI a MUI Empysl10 De GUI a MUI Empysl10

De GUI a MUI Empty
Mensaje(#) Tema: De GUI a MUI De GUI a MUI Clock10Jue Ene 16, 2020 5:29 pm

Hola todos, ha pasado tiempo.
Hice un spell GUI con otro spell y en un mapa que tiene unit indexer.
El problema que siempre tengo es pasar mis spells no MUI a MUI en más de un deto, en un sólo deto puedo hacer referencia como custom value of trigerring unit, pero de un deto a otro no se como cargar a la unidad correcta.
Una cosa que se me ocurrio es usar un integer que guarde el valor custom, pero luego pense que ese mismo integer necesitaria array y solo trasladaría el problema.

[GUI]Pick Unit
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Pick Unit
Actions
Set U_ThrowCaster = (Casting unit)
Set P_ThrowCasterPoint = (Position of U_ThrowCaster)
Set U_PickedUnit = (Target unit of ability being cast)
Unit - Pause U_PickedUnit
Unit - Hide U_PickedUnit
Unit - Create 1 (Unit-type of U_PickedUnit) for (Owner of U_ThrowCaster) at P_ThrowCasterPoint facing Default building facing degrees
Set U_ThrowDummy = (Last created unit)
Custom script: call UnitAddAbility(udg_U_ThrowDummy, 'Aloc')
Unit - For U_ThrowCaster, Ability Pick Unit , Hide ability: True
Unit - Add Throw Unit to U_ThrowCaster
Trigger - Turn on Release Unit
Trigger - Turn on Move Picked Unit Along
Custom script: call RemoveLocation(udg_P_ThrowCasterPoint)
[/GUI]

[GUI]
Move Picked Unit Along
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set P_ThrowCasterPoint = (Position of U_ThrowCaster)
Unit - Move U_ThrowDummy instantly to (P_ThrowCasterPoint offset by 80.00 towards ((Facing of U_ThrowCaster) + 90.00) degrees)
Custom script: call RemoveLocation (udg_P_ThrowCasterPoint)
[/GUI]

[GUI]Throw Unit
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Throw Unit
Actions
Trigger - Turn off Move Picked Unit Along
Set P_ThrowCasterPoint = (Position of U_ThrowCaster)
Unit - Unhide U_PickedUnit
Unit - Move U_PickedUnit instantly to P_ThrowCasterPoint
Unit - Remove U_ThrowDummy from the game
Set JDA_JumpHigh_Distance = 1.25
Set JDA_DestroyTrees_Dash = False
Set JDA_Collusion = False
Set JDA_TargetPoint = (Target point of ability being cast)
Set P_ThrowPoint = (Target point of ability being cast)
Set JDA_Unit = U_PickedUnit
Set JDA_Speed = 20.00
Set JDA_SpecialEffect = Abilities\Spells\Orc\MirrorImage\MirrorImageDeathCaster.mdl
Set JDA_Animation = decay flesh
Set JDA_AnimationSpeed = 0.10
Unit - Unpause U_PickedUnit
Unit - Remove Throw Unit from U_ThrowCaster
Unit - For U_ThrowCaster, Ability Pick Unit , Hide ability: False
Trigger - Run Jump System 1 (checking conditions)
Trigger - Turn on Throw Effect
Custom script: call RemoveLocation (udg_P_ThrowCasterPoint)
[/GUI]

[GUI]Release Unit
Events
Unit - A unit Dies
Conditions
(Triggering unit) Equal to U_ThrowCaster
Actions
Trigger - Turn off (This trigger)
Set P_ThrowCasterPoint = (Position of (Triggering unit))
Unit - Unhide U_PickedUnit
Unit - Move U_PickedUnit instantly to P_ThrowCasterPoint
Unit - Unpause U_PickedUnit
Custom script: call RemoveLocation (udg_P_ThrowCasterPoint)
[/GUI]

[GUI]
Throw Effect
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set UG_ThrowTargets = (Units within 180.00 of P_ThrowPoint)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(U_PickedUnit is in UG_ThrowTargets) Equal to True
Then - Actions
Special Effect - Create a special effect at P_ThrowPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Trigger - Turn off (This trigger)
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the origin of U_PickedUnit using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
Unit - Cause U_ThrowCaster to damage U_PickedUnit, dealing ((Max life of U_PickedUnit) x 0.05) damage of attack type Spells and damage type Normal
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in UG_ThrowTargets and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
((Owner of (Picked unit)) is an enemy of (Owner of U_ThrowCaster)) Equal to True
(Owner of (Picked unit)) Equal to Neutral Hostile
Then - Actions
Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
Unit - Cause U_ThrowCaster to damage (Picked unit), dealing ((Max life of U_PickedUnit) x 0.15) damage of attack type Spells and damage type Normal
Special Effect - Destroy (Last created special effect)
Else - Actions
Custom script: call RemoveLocation(udg_P_ThrowPoint)
Else - Actions
Custom script: call DestroyGroup(udg_UG_ThrowTargets)
[/GUI]

He aquí todos los detonadores que usa el spell que quiero que sea MUI.


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Inventario :
De GUI a MUI Empysl10 De GUI a MUI Empysl10 De GUI a MUI Empysl10
De GUI a MUI Empysl10 De GUI a MUI Empysl10 De GUI a MUI Empysl10

De GUI a MUI Empty
Mensaje(#) Tema: Re: De GUI a MUI De GUI a MUI Clock10Jue Ene 16, 2020 9:16 pm

Trataré de hacer cómo quedarían los detonadores cambiando lo menos posible que pueda, y el ejemplo será simple para mí beneficio, si necesitas más detalles sigue comentando


[gui]Pick Unit
   Acontecimientos
       Unidad - A unit Inicia el efecto de una habilidad
   Condiciones
       (Ability being cast) Igual a (==) Pick Unit
   Acciones
       Set ID = (Custom value of (Triggering unit))
       Set Aux_Punto = (Position of (Triggering unit))
       Set U_PickedUnit[ID] = (Target unit of ability being cast)
       Set U_PickedOrThrowed[ID] = True
       Unidad - Activar pausa U_PickedUnit[ID]
       Unidad - Hide U_PickedUnit[ID]
       Unidad - Create 1 (Unit-type of (Target unit of ability being cast)) for (Triggering player) at Aux_Punto facing (Facing of (Triggering unit)) degrees
       Set U_ThrowDummy[ID] = (Last created unit)
       Custom script:   call UnitAddAbility(bj_lastCreatedUnit,'Aloc')
       -------- accion de 1.31 --------
       Unidad - Add Throw Unit to (Triggering unit)
       Grupo de unidad - Add (Triggering unit) to GrupoThrowCasters
        Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
           Si: Condiciones
               (Number of units in GrupoThrowCasters) Igual a (==) 1
           Entonces: Acciones
               Detonador - Turn on (This trigger)
           Otros: Acciones
       Custom script:   call RemoveLocation(udg_Aux_Punto)
[/gui]

[gui]Pick n Throw bucle
   Acontecimientos
       Tiempo - Every (1.00 / 32.00) seconds of game time
   Condiciones
   Acciones
        Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
           Si: Condiciones
               (Number of units in GrupoThrowCasters) Mayor que (>) 0
           Entonces: Acciones
               Grupo de unidad - Pick every unit in GrupoThrowCasters and do (Actions)
                   Bucle: Acciones
                       Set ID = (Custom value of (Picked unit))
                       Set Caster = (Picked unit)
                        Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                           Si: Condiciones
                               U_PickedOrThrowed[ID] Igual a (==) True
                           Entonces: Acciones
                               Set Aux_Punto = (Position of (Picked unit))
                               Unidad - Move U_ThrowDummy[ID] instantly to Aux_Punto
                               Custom script:   call RemoveLocation(udg_Aux_Punto)
                           Otros: Acciones
                               Set Aux_Punto_Segundo = (Point(P_ThrowPointX[ID], P_ThrowPointY[ID]))
                               Set UG_ThrowTargets = (Units within 180.00 of Aux_Punto_Segundo)
                                Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                   Si: Condiciones
                                       (U_PickedUnit[ID] is in UG_ThrowTargets) Igual a (==) True
                                   Entonces: Acciones
                                       Efecto especial - Create a special effect at Aux_Punto_Segundo using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
                                       Efecto especial - Destroy (Last created special effect)
                                       Efecto especial - Create a special effect attached to the overhead of U_PickedUnit[ID] using Abilities\Weapons\ChimaeraLightningMissile\ChimaeraLightningMissile.mdl
                                       Efecto especial - Destroy (Last created special effect)
                                       Unidad - Cause (Picked unit) to damage U_PickedUnit[ID], dealing (0.05 x (Vida máx. of U_PickedUnit[ID])) damage of attack type Conjuros and damage type Normal
                                       Grupo de unidad - Pick every unit in UG_ThrowTargets and do (Actions)
                                           Bucle: Acciones
                                               Efecto especial - Create a special effect attached to the overhead of (Picked unit) using Abilities\Weapons\ChimaeraLightningMissile\ChimaeraLightningMissile.mdl
                                               Efecto especial - Destroy (Last created special effect)
                                               Unidad - Cause Caster to damage U_PickedUnit[ID], dealing (0.15 x (Vida máx. of U_PickedUnit[ID])) damage of attack type Conjuros and damage type Normal
                                       Grupo de unidad - Remove Caster from GrupoThrowCasters
                                   Otros: Acciones
                               Custom script:   call RemoveLocation(udg_Aux_Punto_Segundo)
                               Custom script:   call DestroyGroup(udg_UG_ThrowTargets)
           Otros: Acciones
[/gui]

[gui]Throw Unit
   Acontecimientos
       Unidad - A unit Inicia el efecto de una habilidad
   Condiciones
       (Ability being cast) Igual a (==) Throw Unit
   Acciones
       Set ID = (Custom value of (Triggering unit))
       Set U_PickedOrThrowed[ID] = False
       Set Aux_Punto = (Position of (Triggering unit))
       Unidad - Unhide U_PickedUnit[ID]
       Unidad - Move U_PickedUnit[ID] instantly to Aux_Punto
       Unidad - Remove U_ThrowDummy[ID] from the game
       Unidad - Desactivar pausa U_PickedUnit[ID]
       Unidad - Remove Throw Unit from (Triggering unit)
       Set Aux_Punto_Segundo = (Target point of ability being cast)
       Set P_ThrowPointX[ID] = (X of Aux_Punto_Segundo)
       Set P_ThrowPointY[ID] = (Y of Aux_Punto_Segundo)
       -------- accion de 1.31 --------
       -------- acciones de sistema de Jump --------
       Custom script:   call RemoveLocation(udg_Aux_Punto)
       Custom script:   call RemoveLocation(udg_Aux_Punto_Segundo)
[/gui]

[gui]Release Unit
   Acontecimientos
       Unidad - A unit Muere
   Condiciones
       ((Triggering unit) is in GrupoThrowCasters) Igual a (==) True
   Acciones
       Set ID = (Custom value of (Triggering unit))
       Set Aux_Punto = (Position of (Triggering unit))
       Unidad - Unhide U_PickedUnit[ID]
       Unidad - Move U_PickedUnit[ID] instantly to Aux_Punto
       Unidad - Desactivar pausa U_PickedUnit[ID]
       Custom script:   call RemoveLocation(udg_Aux_Punto)
       Grupo de unidad - Remove (Triggering unit) from GrupoThrowCasters
[/gui]

Esto no está testeando así que puede no funcionar, pero debería ser funcional
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Inventario :
Espada de la Oscuridad De GUI a MUI Empysl10 Armadura Lunar Avanzada
De GUI a MUI Empysl10 De GUI a MUI Empysl10 De GUI a MUI Empysl10

De GUI a MUI Empty
Mensaje(#) Tema: Re: De GUI a MUI De GUI a MUI Clock10Vie Ene 17, 2020 3:00 pm

Funciono bastante bien y me ayudo a enteder como hacer spells MUI de un deto a otro.
Dicho eso, la habilidad quedo desenfocada, si pongo como objetivo cierto punto, la unidad es lanzada al centro del mapa por alguna razón...


Haz click a una de las imagenes y entra a un trip
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Barra de Salud : Su salud está al 100% - Este usuario no ha recibido infracciones

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Inventario :
De GUI a MUI Empysl10 De GUI a MUI Empysl10 De GUI a MUI Empysl10
De GUI a MUI Empysl10 De GUI a MUI Empysl10 De GUI a MUI Empysl10

De GUI a MUI Empty
Mensaje(#) Tema: Re: De GUI a MUI De GUI a MUI Clock10Vie Ene 17, 2020 8:06 pm

Postee su jump system amiwo
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Inventario :
Espada de la Oscuridad De GUI a MUI Empysl10 Armadura Lunar Avanzada
De GUI a MUI Empysl10 De GUI a MUI Empysl10 De GUI a MUI Empysl10

De GUI a MUI Empty
Mensaje(#) Tema: Re: De GUI a MUI De GUI a MUI Clock10Sáb Ene 18, 2020 10:16 am

El spell que es casi igual al que tu me diste:

[Gui]
Pick Unit Copy
   Events
       Unit - A unit Starts the effect of an ability
   Conditions
       (Ability being cast) Equal to Pick Unit
   Actions
       Set I_ID = (Custom value of (Triggering unit))
       Set P_AuxPoint = (Position of (Triggering unit))
       Set U_PickedUnit_Copy[I_ID] = (Target unit of ability being cast)
       Set B_PickedOrThrowed[I_ID] = True
       If (All Conditions are True) then do (Then Actions) else do (Else Actions)
           If - Conditions
               (U_PickedUnit_Copy[I_ID] is A Hero) Equal to True
               ((Owner of U_PickedUnit_Copy[I_ID]) is an enemy of (Owner of (Casting unit))) Equal to True
           Then - Actions
               Game - Display to (Player group((Owner of (Casting unit)))) the text: |cffffff00This spel...
               Unit - Remove Pick Unit  from (Casting unit)
               Unit - Add Pick Unit  to (Casting unit)
               Skip remaining actions
           Else - Actions
               Unit - Pause U_PickedUnit_Copy[I_ID]
               Unit - Hide U_PickedUnit_Copy[I_ID]
               Unit - Create 1 (Unit-type of (Target unit of ability being cast)) for (Triggering player) at P_AuxPoint facing (Facing of (Triggering unit)) degrees
               Set U_Dummy[I_ID] = (Last created unit)
               Custom script:   call UnitAddAbility(bj_lastCreatedUnit, 'Aloc')
               Unit - For (Triggering unit), Ability Pick Unit , Hide ability: True
               Unit - Add Throw Unit  to (Triggering unit)
               Unit Group - Add (Triggering unit) to UG_ThrowCasters
               If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                   If - Conditions
                       (Number of units in UG_ThrowCasters) Equal to 1
                   Then - Actions
                       Trigger - Turn on (This trigger)
                   Else - Actions
               Custom script:   call RemoveLocation(udg_P_AuxPoint)
[/gui]

[Gui]
PickAndThrow Bucle
   Events
       Time - Every (1.00 / 32.00) seconds of game time
   Conditions
   Actions
       If (All Conditions are True) then do (Then Actions) else do (Else Actions)
           If - Conditions
               (Number of units in UG_ThrowCasters) Greater than 0
           Then - Actions
               Unit Group - Pick every unit in UG_ThrowCasters and do (Actions)
                   Loop - Actions
                       Set I_ID = (Custom value of (Picked unit))
                       Set U_ThrowCaster_Copy = (Picked unit)
                       If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                           If - Conditions
                               B_PickedOrThrowed[I_ID] Equal to True
                           Then - Actions
                               Set P_AuxPoint = ((Position of (Picked unit)) offset by 80.00 towards ((Facing of (Picked unit)) + 90.00) degrees)
                               Unit - Move U_Dummy[I_ID] instantly to P_AuxPoint
                               Custom script:   call RemoveLocation(udg_P_AuxPoint)
                           Else - Actions
                               Set P_AuxPointSecond = (Point(R_PThrowPointX[I_ID], R_PThrowPointY[I_ID]))
                               Set UG_ThrowTargets = (Units within 128.00 of P_AuxPointSecond)
                               If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                   If - Conditions
                                       (U_PickedUnit_Copy[I_ID] is in UG_ThrowTargets) Equal to True
                                   Then - Actions
                                       Special Effect - Create a special effect at P_ThrowPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
                                       Special Effect - Destroy (Last created special effect)
                                       Special Effect - Create a special effect attached to the overhead of U_PickedUnit_Copy[I_ID] using Abilities\Weapons\ChimaeraLightningMissile\ChimaeraLightningMissile.mdl
                                       Special Effect - Destroy (Last created special effect)
                                       Unit - Cause (Picked unit) to damage U_PickedUnit_Copy[I_ID], dealing (0.05 x (Max life of U_PickedUnit_Copy[I_ID])) damage of attack type Spells and damage type Normal
                                       Unit Group - Pick every unit in UG_ThrowTargets and do (Actions)
                                           Loop - Actions
                                               If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                   If - Conditions
                                                       Or - Any (Conditions) are true
                                                           Conditions
                                                               ((Owner of (Picked unit)) is an enemy of (Owner of U_ThrowCaster)) Equal to True
                                                               (Owner of (Picked unit)) Equal to Neutral Hostile
                                                   Then - Actions
                                                       Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Weapons\ChimaeraLightningMissile\ChimaeraLightningMissile.mdl
                                                       Special Effect - Destroy (Last created special effect)
                                                       Unit - Cause U_ThrowCaster to damage U_PickedUnit_Copy[I_ID], dealing (0.15 x (Max life of U_PickedUnit_Copy[I_ID])) damage of attack type Spells and damage type Normal
                                                   Else - Actions
                                               Unit Group - Remove U_ThrowCaster_Copy from UG_ThrowCasters
                                       Custom script:   call RemoveLocation(udg_P_AuxPoint)
                                       Custom script:   call RemoveLocation(udg_P_AuxPointSecond)
                                   Else - Actions
           Else - Actions
[/gui]

[Gui]
Throw Unit Copy
   Events
       Unit - A unit Starts the effect of an ability
   Conditions
       (Ability being cast) Equal to Throw Unit
   Actions
       Set I_ID = (Custom value of (Triggering unit))
       Set B_PickedOrThrowed[I_ID] = False
       Set P_AuxPoint = (Position of (Triggering unit))
       Unit - Unhide U_PickedUnit_Copy[I_ID]
       Unit - Move U_PickedUnit_Copy[I_ID] instantly to P_AuxPoint
       Unit - Remove U_Dummy[I_ID] from the game
       Unit - Unpause U_PickedUnit_Copy[I_ID]
       Unit - Remove Throw Unit  from (Triggering unit)
       Set P_AuxPointSecond = (Target point of ability being cast)
       Set R_PThrowPointX[I_ID] = (X of P_AuxPointSecond)
       Set R_PThrowPointY[I_ID] = (Y of P_AuxPointSecond)
       Unit - For (Triggering unit), Ability Pick Unit , Hide ability: False
       -------- - --------
       Set JDA_JumpHigh_Distance = 0.50
       Set JDA_DestroyTrees_Dash = False
       Set JDA_Collusion = False
       Set JDA_TargetPoint = (Target point of ability being cast)
       Set JDA_Unit = U_PickedUnit_Copy[I_ID]
       Set JDA_Speed = 20.00
       Set JDA_SpecialEffect = Abilities\Spells\Orc\MirrorImage\MirrorImageDeathCaster.mdl
       Set JDA_Animation = decay flesh
       Set JDA_AnimationSpeed = 1.00
       Trigger - Run Jump System 1 (checking conditions)
       Custom script:   call RemoveLocation (udg_P_AuxPoint)
       Custom script:   call RemoveLocation (udg_P_AuxPointSecond)
[/gui]

[Gui]
Release Unit Copy
   Events
       Unit - A unit Dies
   Conditions
       ((Triggering unit) is in UG_ThrowCasters) Equal to True
   Actions
       Set I_ID = (Custom value of (Triggering unit))
       Set P_AuxPoint = (Position of (Triggering unit))
       Unit - Unhide U_PickedUnit_Copy[I_ID]
       Unit - Move U_PickedUnit_Copy[I_ID] instantly to P_AuxPoint
       Unit - Unpause U_PickedUnit_Copy[I_ID]
       Custom script:   call RemoveLocation (udg_P_AuxPoint)
       Unit Group - Remove U_PickedUnit_Copy[I_ID] from UG_ThrowCasters
[/gui]

El sistema de jump:

[Gui]
Jump System 1
   Events
   Conditions
   Actions
       If (All Conditions are True) then do (Then Actions) else do (Else Actions)
           If - Conditions
               JD_Integers[1] Equal to 0
           Then - Actions
               Trigger - Turn on Jump System 2
           Else - Actions
       Set JD_Integers[1] = (JD_Integers[1] + 1)
       Set JD_Integers[2] = (JD_Integers[2] + 1)
       Set JD_TempPoint[1] = (Position of JDA_Unit)
       Set JD_Distances[JD_Integers[2]] = (Distance between JD_TempPoint[1] and JDA_TargetPoint)
       Set JD_ReachedDistance[JD_Integers[2]] = 0.00
       Set JD_SpeedUnits[JD_Integers[2]] = JDA_Speed
       Set JD_Unit[JD_Integers[2]] = JDA_Unit
       Set JD_Angle[JD_Integers[2]] = (Angle from JD_TempPoint[1] to JDA_TargetPoint)
       Set JD_Effect[JD_Integers[2]] = JDA_SpecialEffect
       Set JD_Animations[JD_Integers[2]] = JDA_Animation
       Set JD_TreesDestroy[JD_Integers[2]] = JDA_DestroyTrees_Dash
       Set JD_HighSettings[JD_Integers[2]] = (JDA_JumpHigh_Distance x JD_Distances[JD_Integers[2]])
       Unit - Turn collision for JDA_Unit Off
       Animation - Change JDA_Unit's animation speed to (JDA_AnimationSpeed x 100.00)% of its original speed
       Animation - Play JDA_Unit's JDA_Animation animation
       Unit Group - Add JDA_Unit to JD_Group
       Unit - Add Storm Crow Form to JDA_Unit
       Unit - Remove Storm Crow Form from JDA_Unit
       Custom script:   call RemoveLocation (udg_JD_TempPoint[1])
       Custom script:   call RemoveLocation (udg_JDA_TargetPoint)
[/gui]

[Gui]
Jump System 2
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
For each (Integer JD_Integers[3]) from 1 to JD_Integers[2], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(JD_Unit[JD_Integers[3]] is in JD_Group) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
JD_ReachedDistance[JD_Integers[3]] Less than JD_Distances[JD_Integers[3]]
Then - Actions
Animation - Queue JD_Unit[JD_Integers[3]]'s JD_Animations[JD_Integers[3]] animation
Set JD_TempPoint[1] = (Position of JD_Unit[JD_Integers[3]])
Set JD_TempPoint[2] = (JD_TempPoint[1] offset by JD_SpeedUnits[JD_Integers[3]] towards JD_Angle[JD_Integers[3]] degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
JD_TreesDestroy[JD_Integers[3]] Equal to True
Then - Actions
Destructible - Pick every destructible within 150.00 of JD_TempPoint[2] and do (Destructible - Kill (Picked destructible))
Else - Actions
Unit - Move JD_Unit[JD_Integers[3]] instantly to JD_TempPoint[2]
Set JD_ReachedDistance[JD_Integers[3]] = (JD_ReachedDistance[JD_Integers[3]] + JD_SpeedUnits[JD_Integers[3]])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 5) Equal to 1
Then - Actions
Special Effect - Create a special effect attached to the chest of JD_Unit[JD_Integers[3]] using JD_Effect[JD_Integers[3]]
Special Effect - Destroy (Last created special effect)
Else - Actions
Set JD_RealTimer[JD_Integers[3]] = (JD_RealTimer[JD_Integers[3]] + (180.00 / (JD_Distances[JD_Integers[3]] / JD_SpeedUnits[JD_Integers[3]])))
Set JD_JumpHigh[JD_Integers[3]] = ((Sin(JD_RealTimer[JD_Integers[3]])) x JD_HighSettings[JD_Integers[3]])
Animation - Change JD_Unit[JD_Integers[3]] flying height to JD_JumpHigh[JD_Integers[3]] at 1000000000.00
Custom script: call RemoveLocation (udg_JD_TempPoint[1])
Custom script: call RemoveLocation (udg_JD_TempPoint[2])
Else - Actions
Unit - Turn collision for JD_Unit[JD_Integers[3]] On
Unit Group - Remove JD_Unit[JD_Integers[3]] from JD_Group
Animation - Change JD_Unit[JD_Integers[3]]'s animation speed to 100.00% of its original speed
Animation - Reset JD_Unit[JD_Integers[3]]'s animation
Set JD_RealTimer[JD_Integers[3]] = 0.00
Set JD_Integers[1] = (JD_Integers[1] - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
JD_Integers[1] Equal to 0
Then - Actions
Set JD_Integers[2] = 0
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
[/gui]


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Warcraft III - WorldEditor :: Zona de Aprendizaje(Dudas) :: GUI (Detonadores)-