truongdzuy
Mr & Ms Pac-Man
- 25/1/09
- 274
- 40
bạn kiểm tra xem có đánh thừa dấu " )" nào ko
bằng GUI bạn ạ, dấu ( và ) là do nó tự thêm vào nên việc thừa thì khó có ( tại mìnk ktra 3 lần r` :) )
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bạn kiểm tra xem có đánh thừa dấu " )" nào ko
Custom script: call RemoveLocation ( udg_Loc2MUI[COLOR="#FF0000"][SIZE=4][[/SIZE][/COLOR]udg_MUI1[COLOR="#0000CD"][6][/COLOR] )
king 1
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to king 1
Actions
Set king1Caster = (Triggering unit)
Set king1Caster = (Target unit of ability being cast)
Set king1Position = (Position of king1Caster)
Unit - Create 1 king 1 (dummy) for (Owner of king1Caster) at king1Position facing Default building facing degrees
Unit - Add king 1 (dummy) to (Last created unit)
Unit - Set level of king 1 (dummy) for (Last created unit) to (Level of king 1 for king1Caster)
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt king1Target
Custom script: call RemoveLocation( udg_king1Position )
đọc cái này chưa?cho em hỏi 1 tí về leak
khi nào thì mình dùng lệnh để clear memory leak và clear là clear những gì ?
Nén mạnh = vỡ. Chỉ có cách là Modeler để dùng hiểu biết giảm dung lượng model hoặc là chọn model dung lượng thấp chất lượng tốt mà thôiCó ai biết phần mềm nén model mạnh mẽ nào không :( ?
Thử: Chọn tất cả các "point" của model đó rồi scale model theo pivot point hoặc center của model?YAN[asian];21762477 nói:Lạ nhỉ? Mình để ý thấy 1 số custom model, khi thay đổi Scaling Value, thay vì to lên hoặc bé đi, nó lại thay đổi "độ cao" (hay là "độ dày" tính theo chiều dọc nhỉ?), đặc biệt là mấy model hình vòng tròn.
Của anh Tom ...cảm ơn các anh đã góp ý cho em :) và em thấy Custom Script: call Player(-1) của anh vuongkkk là xài tốt nhất![]()

Moon Glaive
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Wind Glaive
Actions
Set Caster = (Casting unit)
Set Temp_Loc[0] = (Position of Caster)
Unit - Create 1 Dummy Moonglaive for (Owner of Caster) at Temp_Loc[0] facing Default building facing degrees
Set Temp_Loc[1] = (Position of Dummy)
Set Temp_Loc[2] = (Target point of ability being cast)
Set Angle = (Angle from Temp_Loc[0] to Temp_Loc[2])
Set Distance = 20.00
Memory Leak - Remove Temp_Loc[0]
Memory Leak - Remove Temp_Loc[1]
Memory Leak - Remove Temp_Loc[2]
Trigger - Turn on Moon Glaive loop <gen>
Moon Glaive loop
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Temp_Loc[1] and Temp_Loc[2]) Less than or equal to 5.00
Then - Actions
Set Distance = 20.00
Set Angle = (Angle from Temp_Loc[1] to Temp_Loc[0])
Set Temp_Loc[3] = (Temp_Loc[1] offset by Distance towards Angle degrees)
Unit - Move Dummy instantly to Temp_Loc[3]
Set Temp_Group = (Units within 190.00 of Temp_Loc[3] matching ((((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is Magic Immune) Not equal to True))))
Unit Group - Pick every unit in Temp_Group and do (Actions)
Loop - Actions
Unit - Cause Dummy to damage (Picked unit), dealing 100.00 damage of attack type Spells and damage type Normal
Destructible - Pick every destructible within 190.00 of Temp_Loc[3] and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Temp_Loc[1] and Temp_Loc[0]) Less than or equal to 5.00
Then - Actions
Special Effect - Destroy Special_Effect[0]
Unit - Turn collision for Dummy On
Unit - Remove Dummy from the game
Skip remaining actions
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
Set Temp_Loc[0] = (Position of Caster)
Set Temp_Loc[1] = (Position of Dummy)
Set Temp_Loc[2] = (Target point of ability being cast)
Set Temp_Loc[3] = (Temp_Loc[1] offset by Distance towards Angle degrees)
Unit - Turn collision for Dummy Off
Unit - Move Dummy instantly to Temp_Loc[3]
Set Temp_Group = (Units within 190.00 of Temp_Loc[3] matching ((((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is Magic Immune) Not equal to True))))
Unit Group - Pick every unit in Temp_Group and do (Actions)
Loop - Actions
Unit - Cause Dummy to damage (Picked unit), dealing 100.00 damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
Set Special_Effect[0] = (Last created special effect)
Destructible - Pick every destructible within 190.00 of Temp_Loc[3] and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Memory Leak - Remove Temp_Loc[0]
Memory Leak - Remove Temp_Loc[1]
Memory Leak - Remove Temp_Loc[2]
Memory Leak - Remove Temp_Loc[3]
Memory Leak - Destroy Temp_Group

2 cái biến KingCaster cùng tên kìa???

đọc rồi mà ko hiểu nên mới hỏi đẻ biết rõ hơn đấy ==đọc cái này chưa?
Nén mạnh = vỡ. Chỉ có cách là Modeler để dùng hiểu biết giảm dung lượng model hoặc là chọn model dung lượng thấp chất lượng tốt mà thôi
Thử: Chọn tất cả các "point" của model đó rồi scale model theo pivot point hoặc center của model?
Nếu mình nhớ ko nhầm nếu nó là 1 số model efect kiểu chỉ là texture (phẳng) hoặc kiểu tail hay head gì đó (tại nó ko có point) thì ko biết. Hỏi thử mấy ông raivor hay judash coi
Của anh Tom ...![]()

YAN[asian];21762477 nói:Lạ nhỉ? Mình để ý thấy 1 số custom model, khi thay đổi Scaling Value, thay vì to lên hoặc bé đi, nó lại thay đổi "độ cao" (hay là "độ dày" tính theo chiều dọc nhỉ?), đặc biệt là mấy model hình vòng tròn. Mình thử 2 model rồi, toàn bị thế, dùng cả trigger thay đổi size cũng vậy. Có cách nào khắc phục điều này ko nhỉ?
P/s : Là nó kéo dãn theo "chiều dọc", thay vì cả "chiều ngang" như bình thường.
em làm skill Stampede, em bỏ hết art effect buff gì luôn rồi mà vẫn hiện ra effect tủa máu
làm sao để bỏ effect tủa màu vậy mấy pro
và giúp em cái này luôn, làm sao để khi 1 unit dính skill Stampede thì bị stun ?
cho mình hỏi trigger này bị sao mà unit không đi theo quỹ đạo?
Mã:Moon Glaive Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Wind Glaive Actions Set Caster = (Casting unit) Set Temp_Loc[0] = (Position of Caster) Unit - Create 1 Dummy Moonglaive for (Owner of Caster) at Temp_Loc[0] facing Default building facing degrees Set Temp_Loc[1] = (Position of Dummy) Set Temp_Loc[2] = (Target point of ability being cast) Set Angle = (Angle from Temp_Loc[0] to Temp_Loc[2]) Set Distance = 20.00 Memory Leak - Remove Temp_Loc[0] Memory Leak - Remove Temp_Loc[1] Memory Leak - Remove Temp_Loc[2] Trigger - Turn on Moon Glaive loop <gen>
Mã:Moon Glaive loop Events Time - Every 0.05 seconds of game time Conditions Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Distance between Temp_Loc[1] and Temp_Loc[2]) Less than or equal to 5.00 Then - Actions Set Distance = 20.00 Set Angle = (Angle from Temp_Loc[1] to Temp_Loc[0]) Set Temp_Loc[3] = (Temp_Loc[1] offset by Distance towards Angle degrees) Unit - Move Dummy instantly to Temp_Loc[3] Set Temp_Group = (Units within 190.00 of Temp_Loc[3] matching ((((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is Magic Immune) Not equal to True)))) Unit Group - Pick every unit in Temp_Group and do (Actions) Loop - Actions Unit - Cause Dummy to damage (Picked unit), dealing 100.00 damage of attack type Spells and damage type Normal Destructible - Pick every destructible within 190.00 of Temp_Loc[3] and do (Actions) Loop - Actions Destructible - Kill (Picked destructible) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Distance between Temp_Loc[1] and Temp_Loc[0]) Less than or equal to 5.00 Then - Actions Special Effect - Destroy Special_Effect[0] Unit - Turn collision for Dummy On Unit - Remove Dummy from the game Skip remaining actions Trigger - Turn off (This trigger) Else - Actions Else - Actions Set Temp_Loc[0] = (Position of Caster) Set Temp_Loc[1] = (Position of Dummy) Set Temp_Loc[2] = (Target point of ability being cast) Set Temp_Loc[3] = (Temp_Loc[1] offset by Distance towards Angle degrees) Unit - Turn collision for Dummy Off Unit - Move Dummy instantly to Temp_Loc[3] Set Temp_Group = (Units within 190.00 of Temp_Loc[3] matching ((((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is Magic Immune) Not equal to True)))) Unit Group - Pick every unit in Temp_Group and do (Actions) Loop - Actions Unit - Cause Dummy to damage (Picked unit), dealing 100.00 damage of attack type Spells and damage type Normal Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl Set Special_Effect[0] = (Last created special effect) Destructible - Pick every destructible within 190.00 of Temp_Loc[3] and do (Actions) Loop - Actions Destructible - Kill (Picked destructible) Memory Leak - Remove Temp_Loc[0] Memory Leak - Remove Temp_Loc[1] Memory Leak - Remove Temp_Loc[2] Memory Leak - Remove Temp_Loc[3] Memory Leak - Destroy Temp_Group
Screenshot này
![]()
CÓ ai giúp mình không?????????
Wind Glaive
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Wind Glaive
Actions
Set Tick = 20
Set Caster = (Casting unit)
Set Temp_Loc[0] = (Position of Caster)
Unit - Create 1 Dummy Moonglaive for (Owner of Caster) at Temp_Loc[0] facing Default building facing degrees
Set Dummy = (Last created unit)
Set Temp_Loc[1] = (Position of Dummy)
Set Temp_Loc[2] = (Target point of ability being cast)
Set Angle = (Angle from Temp_Loc[0] to Temp_Loc[2])
Set Distance = ((Distance between Temp_Loc[0] and Temp_Loc[2]) / 20.00)
Memory Leak - Remove Temp_Loc[0]
Memory Leak - Remove Temp_Loc[1]
Memory Leak - Remove Temp_Loc[2]
Trigger - Turn on Wind Glaive loop <gen>
Set Temp_Loc = (Position of (Attacking unit))
Wind Glaive loop
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Tick Equal to 0
Then - Actions
Unit - Remove Dummy from the game
Skip remaining actions
Trigger - Turn off (This trigger)
Else - Actions
Set Tick = (Tick - 1)
Set Caster = (Casting unit)
Set Temp_Loc[0] = (Position of Caster)
Set Temp_Loc[1] = (Position of Dummy)
Set Temp_Loc[2] = (Target point of ability being cast)
Set Temp_Loc[3] = (Temp_Loc[1] offset by Distance towards Angle degrees)
Unit - Turn collision for Dummy Off
Unit - Move Dummy instantly to Temp_Loc[3]
Set Temp_Group = (Units within 200.00 of Temp_Loc[3] matching ((((Matching unit) is Magic Immune) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True))))
Unit Group - Pick every unit in Temp_Group and do (Actions)
Loop - Actions
Unit - Cause Dummy to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal
Set Temp_Loc[4] = (Position of (Picked unit))
Unit - Create 1 Dummy for (Owner of Caster) at Temp_Loc[4] facing Default building facing degrees
Unit - Set level of Dummy Wind Glaive for (Last created unit) to (Level of Wind Glaive for Caster)
Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
Unit - Add a 0.40 second Generic expiration timer to (Last created unit)
Destructible - Pick every destructible within 200.00 of Temp_Loc[3] and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Memory Leak - Remove Temp_Loc[0]
Memory Leak - Remove Temp_Loc[1]
Memory Leak - Remove Temp_Loc[2]
Memory Leak - Remove Temp_Loc[3]
Memory Leak - Remove Temp_Loc[4]
Memory Leak - Destroy Temp_Group
cho mình hỏi sao trigger này k slide dc thế?
Wind Glaive
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Wind Glaive
Actions
Set Tick = 20
Set Caster = (Casting unit)
Set Temp_Loc[0] = (Position of Caster)
Unit - Create 1 Dummy Moonglaive for (Owner of Caster) at Temp_Loc[0] facing Default building facing degrees
Set Dummy = (Last created unit)
Set Temp_Loc[1] = (Position of Dummy)
Set Temp_Loc[2] = (Target point of ability being cast)
Set Angle = (Angle from Temp_Loc[0] to Temp_Loc[2])
[COLOR=#FF0000] Set Distance = ((Distance between Temp_Loc[0] and Temp_Loc[2]) / 20.00)[/COLOR]
Memory Leak - Remove Temp_Loc[0]
Memory Leak - Remove Temp_Loc[1]
Memory Leak - Remove Temp_Loc[2]
Trigger - Turn on Wind Glaive loop <gen>
Set Temp_Loc = (Position of (Attacking unit))
Wind Glaive loop
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Tick Equal to 0
Then - Actions
Unit - Remove Dummy from the game
[COLOR=#800080] Skip remaining actions[/COLOR]
Trigger - Turn off (This trigger)
Else - Actions
Set Tick = (Tick - 1)
[COLOR=#0000FF] Set Caster = (Casting unit)
Set Temp_Loc[0] = (Position of Caster)[/COLOR]
Set Temp_Loc[1] = (Position of Dummy)
[COLOR=#0000FF] Set Temp_Loc[2] = (Target point of ability being cast)[/COLOR]
Set Temp_Loc[3] = (Temp_Loc[1] offset by Distance towards Angle degrees)
[COLOR=#800080]Unit - Turn collision for Dummy Off[/COLOR]
Unit - Move Dummy instantly to Temp_Loc[3]
Set Temp_Group = (Units within 200.00 of Temp_Loc[3] matching ((((Matching unit) is Magic Immune) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True))))
Unit Group - Pick every unit in Temp_Group and do (Actions)
Loop - Actions
Unit - Cause Dummy to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal
Set Temp_Loc[4] = (Position of (Picked unit))
Unit - Create 1 Dummy for (Owner of Caster) at Temp_Loc[4] facing Default building facing degrees
Unit - Set level of Dummy Wind Glaive for (Last created unit) to (Level of Wind Glaive for Caster)
Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
Unit - Add a 0.40 second Generic expiration timer to (Last created unit)
Destructible - Pick every destructible within 200.00 of Temp_Loc[3] and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Memory Leak - Remove Temp_Loc[0]
Memory Leak - Remove Temp_Loc[1]
Memory Leak - Remove Temp_Loc[2]
Memory Leak - Remove Temp_Loc[3]
Memory Leak - Remove Temp_Loc[4]
Memory Leak - Destroy Temp_Group
-Làm sao khi chết thì Item(được chỉ định) mất lun ?
-Khi add Divine Shield vào Item tại sao chỉ sử dụng đc có 1 lần thế các bác có cách nào ko ?
-Làm AI sao thế nhỉ ?_?
zúp mình nhathanks nhìu
Item - Make (Last created item) Drop from Heroes upon death
Mã:Wind Glaive Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Wind Glaive Actions Set Tick = 20 Set Caster = (Casting unit) Set Temp_Loc[0] = (Position of Caster) Unit - Create 1 Dummy Moonglaive for (Owner of Caster) at Temp_Loc[0] facing Default building facing degrees Set Dummy = (Last created unit) Set Temp_Loc[1] = (Position of Dummy) Set Temp_Loc[2] = (Target point of ability being cast) Set Angle = (Angle from Temp_Loc[0] to Temp_Loc[2]) [COLOR=#FF0000] Set Distance = ((Distance between Temp_Loc[0] and Temp_Loc[2]) / 20.00)[/COLOR] Memory Leak - Remove Temp_Loc[0] Memory Leak - Remove Temp_Loc[1] Memory Leak - Remove Temp_Loc[2] Trigger - Turn on Wind Glaive loop <gen> Set Temp_Loc = (Position of (Attacking unit))Không slide hay slide không đủ?Mã:Wind Glaive loop Events Time - Every 0.05 seconds of game time Conditions Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Tick Equal to 0 Then - Actions Unit - Remove Dummy from the game [COLOR=#800080] Skip remaining actions[/COLOR] Trigger - Turn off (This trigger) Else - Actions Set Tick = (Tick - 1) [COLOR=#0000FF] Set Caster = (Casting unit) Set Temp_Loc[0] = (Position of Caster)[/COLOR] Set Temp_Loc[1] = (Position of Dummy) [COLOR=#0000FF] Set Temp_Loc[2] = (Target point of ability being cast)[/COLOR] Set Temp_Loc[3] = (Temp_Loc[1] offset by Distance towards Angle degrees) [COLOR=#800080]Unit - Turn collision for Dummy Off[/COLOR] Unit - Move Dummy instantly to Temp_Loc[3] Set Temp_Group = (Units within 200.00 of Temp_Loc[3] matching ((((Matching unit) is Magic Immune) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))) Unit Group - Pick every unit in Temp_Group and do (Actions) Loop - Actions Unit - Cause Dummy to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal Set Temp_Loc[4] = (Position of (Picked unit)) Unit - Create 1 Dummy for (Owner of Caster) at Temp_Loc[4] facing Default building facing degrees Unit - Set level of Dummy Wind Glaive for (Last created unit) to (Level of Wind Glaive for Caster) Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit) Unit - Add a 0.40 second Generic expiration timer to (Last created unit) Destructible - Pick every destructible within 200.00 of Temp_Loc[3] and do (Actions) Loop - Actions Destructible - Kill (Picked destructible) Memory Leak - Remove Temp_Loc[0] Memory Leak - Remove Temp_Loc[1] Memory Leak - Remove Temp_Loc[2] Memory Leak - Remove Temp_Loc[3] Memory Leak - Remove Temp_Loc[4] Memory Leak - Destroy Temp_Group
- Chỗ màu đỏ là sai, nếu set thế thì: VD target cách caster 300 range, Distance = 300/20 = 15, mà Tick lại = 20 nên dummy sẽ slide tới đúng vị trí target.
-> Giải quyết: set Distance bằng 1 số cụ thể.
- Chỗ màu xanh đặt vào trigger loop là sai, vì trigger loop event là every second, không có caster hay target point of ability being cast.
- Màu tím hoàn toàn không cần thiết.
1.2. Trong Object: Item - Perishable = falseMã:Item - Make (Last created item) Drop from Heroes upon death
3. Không giải quyết =)
