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Cho hỏi nếu muốn làm Slide Dummy mà dummy đó đc tạo trong vòng Loop thì làm thế nào ??? (Giống như ultimate của Venom trong Dota)
thế nếu muốn nó slide thì sao ??? (Slide đến mục tiêu dù cho nó chạy đi đâu kiểu dí theo ấy)
Event là Cast spell nào đó
Set Tornado_Angle = (Angle from TempLocTor to TempLoc2Tor)
Set TempLoc2Tor = (Target point of ability being cast)
Event là Every 0.04 seconds
Set TempLocTor = (Position of Tornado)
Set TempLoc2Tor = (TempLocTor offset by 10.00 towards Tornado_Angle degrees)
Unit - Move Tornado instantly to TempLoc2Tor
Arcane Blast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Arcane Blast
Actions
Set AB_Caster = (Casting unit)
Set AB_Loc1 = (Position of AB_Caster)
Set AB_Target = (Target unit of ability being cast)
Set AB_Distance = 15.00
Set AB_MUI = (AB_MUI + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AM_Missile Equal to 0
Then - Actions
Else - Actions
For each (Integer AB_Int[AB_MUI]) from 1 to AM_Missile, do (Actions)
Loop - Actions
Unit - Create 1 Dummy (Arcane Missile) for (Owner of AB_Caster) at AB_Loc1 facing (Facing of AB_Caster) degrees
Set AM_Missile = (AM_Missile - 1)
Set AB_Dummy[AB_Int[AB_MUI]] = (Last created unit)
Unit Group - Add AB_Dummy[AB_MUI] to AM_MissileGroup
Wait 0.20 seconds
Trigger - Turn on Arcane Blast Move <gen>
Custom script: call RemoveLocation (udg_AB_Loc1)
Arcane Blast Move
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer AB_Int[AB_MUI]) from 1 to (Number of units in AM_MissileGroup), do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between (Position of AB_Dummy[AB_MUI]) and (Position of AB_Target)) Greater than 15.00
Then - Actions
Set AB_Loc1 = (Position of AB_Dummy[AB_MUI])
Set AB_Loc2 = (Position of AB_Target)
Set AB_Angle = (Angle from AB_Loc1 to AB_Loc2)
Set AB_Loc3 = (AB_Loc1 offset by AB_Distance towards AB_Angle degrees)
Unit - Move AB_Dummy[AB_MUI] instantly to AB_Loc3, facing AB_Angle degrees
Else - Actions
Unit - Add a 0.01 second Generic expiration timer to AB_Dummy[AB_MUI]
Unit Group - Remove AB_Dummy[AB_MUI] from AM_MissileGroup
Unit - Cause AB_Caster to damage AB_Target, dealing ((((Real((Level of Arcane Blast for AB_Caster))) x 25.00) + ((Real((Level of AB_Caster))) x 2.00)) + ((Real((Intelligence of AB_Caster (Exclude bonuses)))) x 0.50)) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the chest of AB_Target using Abilities\Spells\Undead\OrbOfDeath\OrbOfDeathMissile.mdl
Special Effect - Destroy (Last created special effect)
Trigger - Turn off (This trigger)
Custom script: set bj_wantDestroyGroup = true
Custom script: call RemoveLocation (udg_AB_Loc1)
Custom script: call RemoveLocation (udg_AB_Loc2)
Custom script: call RemoveLocation (udg_AB_Loc3)
For each (Integer [B]Int[/B]) from 1 to 10, do (Actions)
Loop - Actions
@Stork: Nếu thế thì tôi làm đc nhưng nếu cái Slide Unit[Interger A] (unit trong vòng loop) thì làm thế nào?
Mã:Arcane Blast Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Arcane Blast Actions Set AB_Caster = (Casting unit) Set AB_Loc1 = (Position of AB_Caster) Set AB_Target = (Target unit of ability being cast) Set AB_Distance = 15.00 Set AB_MUI = (AB_MUI + 1) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions AM_Missile Equal to 0 Then - Actions Else - Actions For each (Integer AB_Int[AB_MUI]) from 1 to AM_Missile, do (Actions) Loop - Actions Unit - Create 1 Dummy (Arcane Missile) for (Owner of AB_Caster) at AB_Loc1 facing (Facing of AB_Caster) degrees Set AM_Missile = (AM_Missile - 1) Set AB_Dummy[AB_Int[AB_MUI]] = (Last created unit) Unit Group - Add AB_Dummy[AB_MUI] to AM_MissileGroup Wait 0.20 seconds Trigger - Turn on Arcane Blast Move <gen> Custom script: call RemoveLocation (udg_AB_Loc1)Ý định là làm skill thế này.Mã:Arcane Blast Move Events Time - Every 0.03 seconds of game time Conditions Actions For each (Integer AB_Int[AB_MUI]) from 1 to (Number of units in AM_MissileGroup), do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Distance between (Position of AB_Dummy[AB_MUI]) and (Position of AB_Target)) Greater than 15.00 Then - Actions Set AB_Loc1 = (Position of AB_Dummy[AB_MUI]) Set AB_Loc2 = (Position of AB_Target) Set AB_Angle = (Angle from AB_Loc1 to AB_Loc2) Set AB_Loc3 = (AB_Loc1 offset by AB_Distance towards AB_Angle degrees) Unit - Move AB_Dummy[AB_MUI] instantly to AB_Loc3, facing AB_Angle degrees Else - Actions Unit - Add a 0.01 second Generic expiration timer to AB_Dummy[AB_MUI] Unit Group - Remove AB_Dummy[AB_MUI] from AM_MissileGroup Unit - Cause AB_Caster to damage AB_Target, dealing ((((Real((Level of Arcane Blast for AB_Caster))) x 25.00) + ((Real((Level of AB_Caster))) x 2.00)) + ((Real((Intelligence of AB_Caster (Exclude bonuses)))) x 0.50)) damage of attack type Spells and damage type Normal Special Effect - Create a special effect attached to the chest of AB_Target using Abilities\Spells\Undead\OrbOfDeath\OrbOfDeathMissile.mdl Special Effect - Destroy (Last created special effect) Trigger - Turn off (This trigger) Custom script: set bj_wantDestroyGroup = true Custom script: call RemoveLocation (udg_AB_Loc1) Custom script: call RemoveLocation (udg_AB_Loc2) Custom script: call RemoveLocation (udg_AB_Loc3)
Cho hỏi luôn nếu var Location trong Loop thế này:
thì remove leak point thế nào ??Mã:For each (Integer [B]Int[/B]) from 1 to 10, do (Actions) Loop - Actions
Storm Hammer
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Force (Knockback)
Actions
Set TempUnit = (Attacking unit)
Set TempInt = (Level of Force (Knockback) for TempUnit)
Set SlideIndex = (SlideIndex + 1)
Set SlideUnit[SlideIndex] = (Attacked unit)
Set TempLoc = (Position of TempUnit)
Set TempLoc2 = (Position of SlideUnit[SlideIndex])
Set SlideAngle[SlideIndex] = (Angle from TempLoc to TempLoc2)
Set SlideTick[SlideIndex] = 20
Set SlideDistance[SlideIndex] = ((100.00 + (40.00 x (Real(TempInt)))) / (Real(SlideTick[SlideIndex])))
Custom script: call RemoveLocation( udg_TempLoc )
Custom script: call RemoveLocation( udg_TempLoc2 )
-------- -------------------- --------
Animation - Play TempUnit's attack slam animation
Animation - Queue TempUnit's ready animation
Unit - Cause TempUnit to damage SlideUnit[SlideIndex], dealing (25.00 x (Real(TempInt))) damage of attack type Chaos and damage type Universal
SlideMove
Events
Time - Every 0.04 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to SlideIndex, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SlideTick[(Integer A)] Equal to 0
Then - Actions
For each (Integer B) from (Integer A) to (SlideIndex - 1), do (Actions)
Loop - Actions
Set SlideAngle[(Integer B)] = SlideAngle[((Integer B) + 1)]
Set SlideDistance[(Integer B)] = SlideDistance[((Integer B) + 1)]
Set SlideTick[(Integer B)] = SlideTick[((Integer B) + 1)]
Set SlideUnit[(Integer B)] = SlideUnit[((Integer B) + 1)]
Set SlideIndex = (SlideIndex - 1)
Else - Actions
-------- ---------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SlideTick[(Integer A)] Greater than 0
Then - Actions
Set SlideTick[(Integer A)] = (SlideTick[(Integer A)] - 1)
Set TempLoc = (Position of SlideUnit[(Integer A)])
Set TempLoc2 = (TempLoc offset by SlideDistance[(Integer A)] towards SlideAngle[(Integer A)] degrees)
Unit - Move SlideUnit[(Integer A)] instantly to TempLoc2
Special Effect - Create a special effect at TempLoc2 using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
Destructible - Pick every destructible within 200.00 of TempLoc2 and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Custom script: call RemoveLocation( udg_TempLoc )
Custom script: call RemoveLocation( udg_TempLoc2 )
Else - Actions
Arcane Blast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Arcane Blast
Actions
Set AB_Caster = (Casting unit)
Set AB_Target = (Target unit of ability being cast)
Set AB_Distance = 20.00
Countdown Timer - Start AB_Timer as a Repeating timer that will expire in 0.20 seconds
Trigger - Turn on Arcane Blast Move <gen>
Arcane Blast Count
Events
Time - AB_Timer expires
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AM_Missile Greater than 0
Then - Actions
Set AB_MUI = (AB_MUI + 1)
Set AB_Loc1[AB_MUI] = (Position of AB_Caster)
Unit - Create 1 Dummy (Arcane Missile) for (Owner of AB_Caster) at AB_Loc1[AB_MUI] facing (Facing of AB_Caster) degrees
Set AB_Dummy[AB_MUI] = (Last created unit)
Set AM_Missile = (AM_Missile - 1)
Else - Actions
Countdown Timer - Pause AB_Timer
EGUI Leak - Remove AB_Loc1[AB_MUI]
Arcane Blast Move
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set AB_Loc1[AB_MUI] = (Position of AB_Dummy[AB_MUI])
Set AB_Loc2[AB_MUI] = (Position of AB_Target)
Set AB_Angle[AB_MUI] = (Angle from AB_Loc1[AB_MUI] to AB_Loc2[AB_MUI])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between AB_Loc1[AB_MUI] and AB_Loc2[AB_MUI]) Greater than or equal to 10.00
Then - Actions
Set AB_Loc3[AB_MUI] = (AB_Loc1[AB_MUI] offset by AB_Distance towards AB_Angle[AB_MUI] degrees)
Unit - Move AB_Dummy[AB_MUI] instantly to AB_Loc3[AB_MUI], facing AB_Angle[AB_MUI] degrees
Else - Actions
Unit - Remove AB_Dummy[AB_MUI] from the game
Unit - Cause AB_Caster to damage AB_Target, dealing (100.00 x (Real((Level of Arcane Blast for AB_Caster)))) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the chest of AB_Target using Abilities\Spells\Undead\OrbOfDeath\OrbOfDeathMissile.mdl
Special Effect - Destroy (Last created special effect)
Trigger - Turn off (This trigger)
Custom script: set bj_wantDestroyGroup = true
EGUI Leak - Remove AB_Loc1[AB_MUI]
EGUI Leak - Remove AB_Loc2[AB_MUI]
EGUI Leak - Remove AB_Loc3[AB_MUI]
Onda HiperSonica
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to An Cap 2
Actions
Set Deshacedor = (Triggering unit)
Set NumeoLugarOndaHiper = -100
Set TangetOndaHiper = (Target point of ability being cast)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of An Cap 2 for (Triggering unit)) Equal to 1
Then - Actions
Trigger - Turn on Ondas <gen>
Wait 3.20 seconds
Trigger - Turn off Ondas <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of An Cap 2 for (Triggering unit)) Equal to 2
Then - Actions
Trigger - Turn on Ondas Copy <gen>
Wait 3.20 seconds
Trigger - Turn off Ondas Copy <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of An Cap 2 for (Triggering unit)) Equal to 3
Then - Actions
Trigger - Turn on Ondas Copy 2 <gen>
Wait 3.20 seconds
Trigger - Turn off Ondas Copy 2 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of An Cap 2 for (Triggering unit)) Equal to 4
Then - Actions
Trigger - Turn on Ondas Copy 3 <gen>
Wait 3.20 seconds
Trigger - Turn off Ondas Copy 3 <gen>
Else - Actions
Unit Group - Pick every unit in (Units of type Dummy Onda 1) and do (Unit - Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units of type Dummy Onda 1) and do (Unit - Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units of type Dummy Onda 1) and do (Unit - Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units of type Dummy Onda 1) and do (Unit - Remove (Picked unit) from the game)
Wait 0.50 seconds
Unit Group - Pick every unit in (Units of type Dummy Onda 1) and do (Unit - Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units of type Dummy Onda 1) and do (Unit - Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units of type Dummy Onda 1) and do (Unit - Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units of type Dummy Onda 1) and do (Unit - Remove (Picked unit) from the game)
ai sữa giúp em cái này skill hòi chả ra
Mấy anh cho em hỏi tại sao khi mình import 1 file .BLP rồi sử dụng hình đó cho 1 item. Khi chạy game thi nếu món đồ đó mình cầm thì hình anh ko sao, nhưng khi đối phương cầm món đồ đó mình bấm nhìn con hero của đối phương thì chỉ thấy màu xanh lá cây ??? Cũng như khi mình cho cái item có hình file mình import vào nhà bán item khi mình lại gần mua thi thấy hình nhưng chạy ra xa thì cái hình item trong nhà bán item đó lại trở thành màu xanh lá cây nữa. Ai giải thich cho em tại sao và cách khác phục với ! ah hình như lổi này cũng có trong map Legen nữa.