Topic hỏi đáp về cách làm map | version 12

Status
Không mở trả lời sau này.
Target unit of ability being cast: Tức unit bị skill cast vào. Như skill 1 của búa lùn hoặc một số skill chỉ cast vào một unit duy nhất, thì unit bị cast chính là cái này :|
Còn vị trí của unit cast, tức caster. Thì là position of Casting unit

Tui biết thừa ... nhưng mà ko đc kể cả đã test với skill phi búa như bác này nói ...
 
Thế chỉ nhờ các bác làm hộ cái skill đơn giản cực kì thế này ...
Ném búa vào [a] ... Tạo [1 footman] ở vị trí của [a] ... sau 1s move hero ném búa ra vị trí của [a]
 
Trigger gần cuối có leak point 4

bạn chỉ rõ ra được không , mình tìm mà không thấy

---------- Post added at 12:16 ---------- Previous post was at 12:12 ----------

Thế chỉ nhờ các bác làm hộ cái skill đơn giản cực kì thế này ...
Ném búa vào [a] ... Tạo [1 footman] ở vị trí của [a] ... sau 1s move hero ném búa ra vị trí của [a]

bạn không bik làm ak
Đây trigger đây bạn

Mã:
Events
    Unit - A unit Starts the effect of an ability
Conditions
    (Ability being cast) Equal to Storm Bolt
Actions
    Set Caster = (Triggering unit)
    Set Target = (Target unit of ability being cast)
    Set Point[1] = (Position of Target)
    Wait 5.00 seconds
    Unit - Move Caster instantly to Point[1]
    Custom script:   call RemoveLocation (udg_Point[1])
 
Mã:
Events
    Unit - A unit Starts the effect of an ability
Conditions
    (Ability being cast) Equal to Snow Ball
Actions
    Set Caster = (Triggering unit)
    Set [B][COLOR="#FF0000"]Point[4] = (Position of Caster)[/COLOR][/B]
    Unit - Pause Caster
    Unit - Make Caster Invulnerable
    Unit - Turn collision for Caster Off
    Unit - Create 1 Footman for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
    Set Dummy[2] = (Last created unit)
    Unit - Add a 6.00 second Generic expiration timer to Dummy[2]
    Trigger - Turn on SnowBall Move <gen>
    Wait 6.00 seconds
    Trigger - Turn off SnowBall Move <gen>
    Custom script:   call RemoveLocation (udg_Point[4])
    Unit - Unpause Caster
    Unit - Make Caster Vulnerable
    Unit - Turn collision for Caster On
    Set Point[4] = (Position of Caster)
    Unit - Create 1 Ice for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
    Set Dummy[3] = (Last created unit)
    Unit - Add a 3.00 second Generic expiration timer to Dummy[3]
    Unit - Order Dummy[3] to Human Mountain King - Thunder Clap
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        If - Conditions
            (Level of Snow Ball  for Caster) Equal to 1
        Then - Actions
            Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
            Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
            Special Effect - Create a special effect at Point[4] using IceNova.mdx
            Set SE[3] = (Last created special effect)
            Unit Group - Pick every unit in Group[3] and do (Actions)
                Loop - Actions
                    Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
            Special Effect - Destroy SE[3]
            Set Real[2] = 0.00
            Custom script:   call DestroyGroup (udg_Group[3])
        Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Level of Snow Ball  for Caster) Equal to 2
                Then - Actions
                    Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
                    Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
                    Special Effect - Create a special effect at Point[4] using IceNova.mdx
                    Set SE[3] = (Last created special effect)
                    Unit Group - Pick every unit in Group[3] and do (Actions)
                        Loop - Actions
                            Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
                    Special Effect - Destroy SE[3]
                    Set Real[2] = 0.00
                    Custom script:   call DestroyGroup (udg_Group[3])
                Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            (Level of Snow Ball  for Caster) Equal to 3
                        Then - Actions
                            Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
                            Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
                            Special Effect - Create a special effect at Point[4] using IceNova.mdx
                            Set SE[3] = (Last created special effect)
                            Unit Group - Pick every unit in Group[3] and do (Actions)
                                Loop - Actions
                                    Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
                            Special Effect - Destroy SE[3]
                            Set Real[2] = 0.00
                            Custom script:   call DestroyGroup (udg_Group[3])
                        Else - Actions
Ơ nhầm :|
Dùng soft nó thế :-"
 
Chỉnh sửa cuối:
Mã:
Events
    Unit - A unit Starts the effect of an ability
Conditions
    (Ability being cast) Equal to Snow Ball
Actions
    Set Caster = (Triggering unit)
    Set Point[4] = (Position of Caster)
    Unit - Pause Caster
    Unit - Make Caster Invulnerable
    Unit - Turn collision for Caster Off
    Unit - Create 1 Footman for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
    Set Dummy[2] = (Last created unit)
    Unit - Add a 6.00 second Generic expiration timer to Dummy[2]
    Trigger - Turn on SnowBall Move <gen>
    Wait 6.00 seconds
    Trigger - Turn off SnowBall Move <gen>
    Custom script:   call RemoveLocation (udg_Point[4])
    Unit - Unpause Caster
    Unit - Make Caster Vulnerable
    Unit - Turn collision for Caster On
    [B][COLOR="#FF0000"]Set Point[4] = (Position of Caster)[/COLOR][/B]
    Unit - Create 1 Ice for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
    Set Dummy[3] = (Last created unit)
    Unit - Add a 3.00 second Generic expiration timer to Dummy[3]
    Unit - Order Dummy[3] to Human Mountain King - Thunder Clap
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        If - Conditions
            (Level of Snow Ball  for Caster) Equal to 1
        Then - Actions
            Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
            Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
            Special Effect - Create a special effect at Point[4] using IceNova.mdx
            Set SE[3] = (Last created special effect)
            Unit Group - Pick every unit in Group[3] and do (Actions)
                Loop - Actions
                    Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
            Special Effect - Destroy SE[3]
            Set Real[2] = 0.00
            Custom script:   call DestroyGroup (udg_Group[3])
        Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Level of Snow Ball  for Caster) Equal to 2
                Then - Actions
                    Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
                    Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
                    Special Effect - Create a special effect at Point[4] using IceNova.mdx
                    Set SE[3] = (Last created special effect)
                    Unit Group - Pick every unit in Group[3] and do (Actions)
                        Loop - Actions
                            Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
                    Special Effect - Destroy SE[3]
                    Set Real[2] = 0.00
                    Custom script:   call DestroyGroup (udg_Group[3])
                Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            (Level of Snow Ball  for Caster) Equal to 3
                        Then - Actions
                            Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
                            Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
                            Special Effect - Create a special effect at Point[4] using IceNova.mdx
                            Set SE[3] = (Last created special effect)
                            Unit Group - Pick every unit in Group[3] and do (Actions)
                                Loop - Actions
                                    Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
                            Special Effect - Destroy SE[3]
                            Set Real[2] = 0.00
                            Custom script:   call DestroyGroup (udg_Group[3])
                        Else - Actions
Ơ nhầm :|
Dùng soft nó thế :-"

nhìn lại đê , remove xong Set lại rồi mà
 
Mã:
Events
    Unit - A unit Starts the effect of an ability
Conditions
    (Ability being cast) Equal to Snow Ball
Actions
    Set Caster = (Triggering unit)
    Set [B][COLOR="#FF0000"]Point[4] = (Position of Caster)[/COLOR][/B]
    Unit - Pause Caster
    Unit - Make Caster Invulnerable
    Unit - Turn collision for Caster Off
    Unit - Create 1 Footman for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
    Set Dummy[2] = (Last created unit)
    Unit - Add a 6.00 second Generic expiration timer to Dummy[2]
    Trigger - Turn on SnowBall Move <gen>
    Wait 6.00 seconds
    Trigger - Turn off SnowBall Move <gen>
    Custom script:   call RemoveLocation (udg_Point[4])
    Unit - Unpause Caster
    Unit - Make Caster Vulnerable
    Unit - Turn collision for Caster On
    Set Point[4] = (Position of Caster)
    Unit - Create 1 Ice for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
    Set Dummy[3] = (Last created unit)
    Unit - Add a 3.00 second Generic expiration timer to Dummy[3]
    Unit - Order Dummy[3] to Human Mountain King - Thunder Clap
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        If - Conditions
            (Level of Snow Ball  for Caster) Equal to 1
        Then - Actions
            Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
            Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
            Special Effect - Create a special effect at Point[4] using IceNova.mdx
            Set SE[3] = (Last created special effect)
            Unit Group - Pick every unit in Group[3] and do (Actions)
                Loop - Actions
                    Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
            Special Effect - Destroy SE[3]
            Set Real[2] = 0.00
            Custom script:   call DestroyGroup (udg_Group[3])
        Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Level of Snow Ball  for Caster) Equal to 2
                Then - Actions
                    Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
                    Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
                    Special Effect - Create a special effect at Point[4] using IceNova.mdx
                    Set SE[3] = (Last created special effect)
                    Unit Group - Pick every unit in Group[3] and do (Actions)
                        Loop - Actions
                            Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
                    Special Effect - Destroy SE[3]
                    Set Real[2] = 0.00
                    Custom script:   call DestroyGroup (udg_Group[3])
                Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            (Level of Snow Ball  for Caster) Equal to 3
                        Then - Actions
                            Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
                            Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
                            Special Effect - Create a special effect at Point[4] using IceNova.mdx
                            Set SE[3] = (Last created special effect)
                            Unit Group - Pick every unit in Group[3] and do (Actions)
                                Loop - Actions
                                    Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
                            Special Effect - Destroy SE[3]
                            Set Real[2] = 0.00
                            Custom script:   call DestroyGroup (udg_Group[3])
                        Else - Actions
Ơ nhầm :|
Dùng soft nó thế :-"
Xem bài của lonely wolf đi cậu :|


Mã:
Untitled Trigger 001
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Storm Bolt
    Actions
        Set Caster = (Casting unit)
        Set Target = (Target unit of ability being cast)
        Set Point = (Position of Target)
        Unit - Create 1 Peasant for (Owner of Caster) at Point facing Default building facing degrees
        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        Wait 1.00 seconds
        Unit - Move Caster instantly to Point
        Custom script:   call RemoveLocation(udg_Point)

Đây nè :|
Chưa hiểu rõ từ move của cậu, từ từ hay lập tức :|
 
Mã:
Untitled Trigger 001
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Storm Bolt
    Actions
        Set Caster = (Casting unit)
        Set Target = (Target unit of ability being cast)
        Set Point = (Position of Target)
        Unit - Create 1 Peasant for (Owner of Caster) at Point facing Default building facing degrees
        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        Wait 1.00 seconds
        Unit - Move Caster instantly to Point
        Custom script:   call RemoveLocation(udg_Point)

Đây nè :|
Chưa hiểu rõ từ move của cậu, từ từ hay lập tức :|

quên , 1s chứ không phải 5s

mà bài của lonely woft thì sao
 
dòng
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
có tác dụng gì ? Mà bác test chưa thế ?

---------- Post added at 12:38 ---------- Previous post was at 12:34 ----------

__ UI ko đc oy @ Đề nghị và cầu xin bác làm cho cái map demo 1 skill đấy ... PLEASE
 
dòng
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
có tác dụng gì ? Mà bác test chưa thế ?

---------- Post added at 12:38 ---------- Previous post was at 12:34 ----------

__ UI ko đc oy @ Đề nghị và cầu xin bác làm cho cái map demo 1 skill đấy ... PLEASE

>.< bạn là newbie hay sao thế , Unit - Add a 2.00 second Generic expiration timer to (Last created unit) là dùng để chỉnh thời gian tồn tại của nó chỉ trong 2 giây đó bạn , mà không test được là do một vài lý do sau:
1.Có 2 skill Storm Bolt lận đó , hero của bạn skill Storm Bolt khác skill Storm Bolt trong Trigger
2.Là do trigger bạn làm bị lỗi.

Tôi sẽ cho bạn xem cái map demo nhưng đợi tí up len Mediafire đã :D

---------- Post added at 13:09 ---------- Previous post was at 12:57 ----------

đây link đây http://www.mediafire.com/?rzm92uiy18dbrtd

---------- Post added at 13:40 ---------- Previous post was at 13:09 ----------

Mọi người ơi , cho hỏi cách làm spell sau , khi ta cast vào unit nào đó thì sẽ bay đến đó và xoay thành vòng tròn và gây damage xung quanh mục tiêu đó , nếu ai đánh Divide and Fight thì spell trên chính là ulti của con Hoa Mộc Lan, xin mọi người giúp đỡ
 
>.< bạn là newbie hay sao thế , Unit - Add a 2.00 second Generic expiration timer to (Last created unit) là dùng để chỉnh thời gian tồn tại của nó chỉ trong 2 giây đó bạn , mà không test được là do một vài lý do sau:
1.Có 2 skill Storm Bolt lận đó , hero của bạn skill Storm Bolt khác skill Storm Bolt trong Trigger
2.Là do trigger bạn làm bị lỗi.

Tôi sẽ cho bạn xem cái map demo nhưng đợi tí up len Mediafire đã :D

---------- Post added at 13:09 ---------- Previous post was at 12:57 ----------

đây link đây http://www.mediafire.com/?rzm92uiy18dbrtd

---------- Post added at 13:40 ---------- Previous post was at 13:09 ----------

Mọi người ơi , cho hỏi cách làm spell sau , khi ta cast vào unit nào đó thì sẽ bay đến đó và xoay thành vòng tròn và gây damage xung quanh mục tiêu đó , nếu ai đánh Divide and Fight thì spell trên chính là ulti của con Hoa Mộc Lan, xin mọi người giúp đỡ

đây nó nằm trong bộ skill của con Blademaster ý
 
đây nó nằm trong bộ skill của con Blademaster ý

skill đó là Slash Strike hơi giống thôi mà nó chỉ bay theo hình cung không phải theo hình tròn và còn Instant nữa :|
 
skill đó là Slash Strike hơi giống thôi mà nó chỉ bay theo hình cung không phải theo hình tròn và còn Instant nữa :|

vậy anh cho em xin cái trigger hoặc map demo đi
 
@leviettuan123123:

sorry, không có demo chỉ có trigger thôi :|
Dao Hoa
Events
Mã:
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dao Hoa 
    Actions
        Set PointArray[149] = (Position of (Triggering unit))
        Set Unt_DaoHoa = (Triggering unit)
        Set Loc_DaoHoa1 = (PointArray[149] offset by 200.00 towards (Facing of (Triggering unit)) degrees)
        Set Tik_DaoHoa = 48
        Unit - Turn collision for Unt_PhiAnh Off
        Trigger - Turn on Dao Hoa Slide <gen>
        Wait 0.96 seconds
        Unit - Turn collision for Unt_PhiAnh On
        Unit - Create 1 CasterDummy for (Owner of Unt_DaoHoa) at Loc_DaoHoa1 facing Default building facing degrees
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Unit - Add Dao Hoa  to (Last created unit)
        Unit - Set level of Dao Hoa  for (Last created unit) to (Level of Dao Hoa  for Unt_DaoHoa)
        Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
        Special Effect - Create a special effect at Loc_DaoHoa1 using Earthshock.mdx
        Special Effect - Destroy (Last created special effect)
        Custom script:   call RemoveLocation(udg_Loc_DaoHoa1)
        Custom script:   call RemoveLocation (udg_PointArray[149])

Mã:
Dao Hoa Slide
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Tik_DaoHoa Less than or equal to 0
            Then - Actions
                Trigger - Turn off (This trigger)
                Skip remaining actions
            Else - Actions
                Set Tik_DaoHoa = (Tik_DaoHoa - 1)
                Set Deg_DaoHoa = (((Facing of Unt_DaoHoa) + 180.00) + ((Real(Tik_DaoHoa)) x 7.50))
                Set Loc_DaoHoa2 = (Loc_DaoHoa1 offset by 200.00 towards Deg_DaoHoa degrees)
                Unit - Move Unt_DaoHoa instantly to Loc_DaoHoa2, facing (Deg_DaoHoa - 90.00) degrees
                Animation - Play Unt_DaoHoa's attack animation
                Set UnitGroupArray[336] = (Units in (Region centered at Loc_DaoHoa2 with size (220.00, 220.00)) matching (((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and (((Matching unit) is dead) Equal to False))) and (((Matching unit) bel
                Unit Group - Pick every unit in UnitGroupArray[336] and do (Actions)
                    Loop - Actions
                        Unit - Cause Unt_DaoHoa to damage (Picked unit), dealing ((20.00 x (Real((Level of Dao Hoa  for Unt_DaoHoa)))) + ((Real((Intelligence of Unt_DaoHoa (Include bonuses)))) x 0.90)) damage of attack type Hero and damage type Universal
                        Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
                        Special Effect - Destroy (Last created special effect)
                Unit - Create 1 DummyIllusion for (Owner of Unt_DaoHoa) at Loc_DaoHoa2 facing Deg_DaoHoa degrees
                Unit - Add a 0.75 second Generic expiration timer to (Last created unit)
                Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 75.00% transparency
                Animation - Play (Last created unit)'s attack animation
                Custom script:   call RemoveLocation(udg_Loc_DaoHoa2)
                Custom script:   call DestroyGroup (udg_UnitGroupArray[336])
 
cho em hỏi trigger sau có bị lỗi gì không mà sao khi em cast thì chỉ có mỗi hero bị , và vừa cast băng vào thì nó hết đóng băng liền
Mã:
Events
    Unit - A unit Starts the effect of an ability
Conditions
    (Ability being cast) Equal to Lock ice 
Actions
    Set Caster = (Triggering unit)
    Set Point[1] = (Position of Caster)
    Set Group[1] = (Units within 500.00 of Point[1] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
    Unit Group - Pick every unit in Group[1] and do (Actions)
        Loop - Actions
            Unit - Create 1 Ice for (Owner of Caster) at Point[1] facing Default building facing degrees
            Set Dummy[1] = (Last created unit)
            Unit - Add a 3.00 second Generic expiration timer to Dummy[1]
            Unit - Set level of Entangling Roots for Dummy[1] to (Level of Lock ice  for Caster)
            Unit - Order Dummy[1] to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
    Environment - Change terrain type at Point[1] to Lordaeron Winter - Snow using variation -2 in an area of size 5 and shape Circle
    Custom script:   call DestroyGroup (udg_Group[1])
    Custom script:   call RemoveLocation (udg_Point[1])


---------- Post added at 15:28 ---------- Previous post was at 15:08 ----------

@leviettuan123123:

sorry, không có demo chỉ có trigger thôi :|
Dao Hoa
Events
Mã:
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dao Hoa 
    Actions
        Set PointArray[149] = (Position of (Triggering unit))
        Set Unt_DaoHoa = (Triggering unit)
        Set Loc_DaoHoa1 = (PointArray[149] offset by 200.00 towards (Facing of (Triggering unit)) degrees)
        Set Tik_DaoHoa = 48
        Unit - Turn collision for Unt_PhiAnh Off
        Trigger - Turn on Dao Hoa Slide <gen>
        Wait 0.96 seconds
        Unit - Turn collision for Unt_PhiAnh On
        Unit - Create 1 CasterDummy for (Owner of Unt_DaoHoa) at Loc_DaoHoa1 facing Default building facing degrees
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Unit - Add Dao Hoa  to (Last created unit)
        Unit - Set level of Dao Hoa  for (Last created unit) to (Level of Dao Hoa  for Unt_DaoHoa)
        Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
        Special Effect - Create a special effect at Loc_DaoHoa1 using Earthshock.mdx
        Special Effect - Destroy (Last created special effect)
        Custom script:   call RemoveLocation(udg_Loc_DaoHoa1)
        Custom script:   call RemoveLocation (udg_PointArray[149])

Mã:
Dao Hoa Slide
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Tik_DaoHoa Less than or equal to 0
            Then - Actions
                Trigger - Turn off (This trigger)
                Skip remaining actions
            Else - Actions
                Set Tik_DaoHoa = (Tik_DaoHoa - 1)
                Set Deg_DaoHoa = (((Facing of Unt_DaoHoa) + 180.00) + ((Real(Tik_DaoHoa)) x 7.50))
                Set Loc_DaoHoa2 = (Loc_DaoHoa1 offset by 200.00 towards Deg_DaoHoa degrees)
                Unit - Move Unt_DaoHoa instantly to Loc_DaoHoa2, facing (Deg_DaoHoa - 90.00) degrees
                Animation - Play Unt_DaoHoa's attack animation
                Set UnitGroupArray[336] = (Units in (Region centered at Loc_DaoHoa2 with size (220.00, 220.00)) matching (((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and (((Matching unit) is dead) Equal to False))) and (((Matching unit) [COLOR="#FF0000"]bel[/COLOR]
                Unit Group - Pick every unit in UnitGroupArray[336] and do (Actions)
                    Loop - Actions
                        Unit - Cause Unt_DaoHoa to damage (Picked unit), dealing ((20.00 x (Real((Level of Dao Hoa  for Unt_DaoHoa)))) + ((Real((Intelligence of Unt_DaoHoa (Include bonuses)))) x 0.90)) damage of attack type Hero and damage type Universal
                        Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
                        Special Effect - Destroy (Last created special effect)
                Unit - Create 1 DummyIllusion for (Owner of Unt_DaoHoa) at Loc_DaoHoa2 facing Deg_DaoHoa degrees
                Unit - Add a 0.75 second Generic expiration timer to (Last created unit)
                Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 75.00% transparency
                Animation - Play (Last created unit)'s attack animation
                Custom script:   call RemoveLocation(udg_Loc_DaoHoa2)
                Custom script:   call DestroyGroup (udg_UnitGroupArray[336])

chữ đó có nghĩa là gì vậy ?? không hiểu , đang làm nữa chừng
 
Ồn rồi ... lý do là em để event là khi unit finish skill rồi ... tức là chẳng có unit nào đang bị cast skill vào ^^
Em hỏi cái khác :
Unit dummy ko để model thì khi cast skill , hiệu ứng của skill ko hiện ( Ví dụ clap của Búa Lùn ) Vậy phải làm thế nào ?
 
Ồn rồi ... lý do là em để event là khi unit finish skill rồi ... tức là chẳng có unit nào đang bị cast skill vào ^^
Em hỏi cái khác :
Unit dummy ko để model thì khi cast skill , hiệu ứng của skill ko hiện ( Ví dụ clap của Búa Lùn ) Vậy phải làm thế nào ?

Sao lại ko hiện :|.
Mà nếu ko hiện dùng Special Effect - Create a special effect at (Center of (Playable map area)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl cho nó lành :-"
 
Eo
Cái Ô Model Em điền "none.mdl" ... thế nà khi em order nó xài skill clap thì nó cóc hiện ...
 
Eo
Cái Ô Model Em điền "none.mdl" ... thế nà khi em order nó xài skill clap thì nó cóc hiện ...

Có chắc là dummy nó đã cast được chưa? Có thể không đủ mana để cast, hoặc skill chưa được upgrade chẳng hạn.
 
Ko ai chịu giúp mình tí à?

---------- Post added at 18:41 ---------- Previous post was at 17:23 ----------

Đây là skill thứ nhất, mọi người xem giùm nó có bug hay gì gì ko nhé
Mã:
DEmon Blade
    Events
        Unit - A unit Is attacked
    Conditions
        ((Attacking unit) has buff Demon Blade) Equal to True
    Actions
        Unit - Set level of Dummy Demonblade  for (Attacking unit) to ((Level of Dummy Demonblade  for (Attacking unit)) + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Dummy Demonblade  for (Attacking unit)) Equal to 30
            Then - Actions
                Unit - Set level of Dummy Demonblade  for (Attacking unit) to ((Level of Dummy Demonblade  for (Attacking unit)) - 2)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Level of Dummy Demonblade  for (Attacking unit)) Equal to 1
                    Then - Actions
                        Unit - Set level of Dummy Demonblade  for (Attacking unit) to ((Level of Dummy Demonblade  for (Attacking unit)) + 1)
                    Else - Actions
                        Unit - Set level of Dummy Demonblade  for (Attacking unit) to ((Level of Dummy Demonblade  for (Attacking unit)) - 2)
            Else - Actions
                Unit - Set level of Dummy Demonblade  for (Attacking unit) to ((Level of Dummy Demonblade  for (Attacking unit)) + 1)
 
Status
Không mở trả lời sau này.
Back
Top