Topic hỏi đáp về cách làm map | version 14

Status
Không mở trả lời sau này.
Cho hỏi 2 trigger này có vấn đề ở chỗ nào mà ko thấy MUI được?

[spoil]
Mã:
Untitled Trigger 147
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Double Rocket 
    Actions
        Set RocketMui[1] = (RocketMui[1] + 1)
        Set RocketUnit2[RocketMui[1]] = (Triggering unit)
        Set RocketReal2[RocketMui[1]] = ((Current flying height of RocketUnit2[RocketMui[1]]) + 20.00)
        Set RocketReal3[RocketMui[1]] = ((Current flying height of RocketUnit2[RocketMui[1]]) + 0.00)
        Set RocketPoint[3] = (Position of RocketUnit2[RocketMui[1]])
        Set RocketPoint[4] = (RocketPoint[3] offset by 50.00 towards ((Facing of RocketUnit2[RocketMui[1]]) - 90.00) degrees)
        For each (Integer A) from 0 to 1, do (Actions)
            Loop - Actions
                Set RocketPoint[5] = (RocketPoint[4] offset by (Real(((Integer A) x 100))) towards (Angle from RocketPoint[4] to RocketPoint[3]) degrees)
                Unit - Create 1 Captain for (Owner of RocketUnit2[RocketMui[1]]) at RocketPoint[5] facing (Facing of RocketUnit2[RocketMui[1]]) degrees
                Unit Group - Add (Last created unit) to RocketGr[RocketMui[1]]
                Unit - Add Crow Form to (Last created unit)
                Unit - Remove Crow Form from (Last created unit)
                Animation - Change (Last created unit) flying height to RocketReal2[RocketMui[1]] at 0.00
                Custom script:   call RemoveLocation(udg_RocketPoint[5])
        Custom script:   call RemoveLocation(udg_RocketPoint[3])
        Custom script:   call RemoveLocation(udg_RocketPoint[4])
[/spoil]
[spoil]
Mã:
Untitled Trigger 148
    Events
        Time - Every 0.04 seconds of game time
    Conditions
    Actions
        For each (Integer RocketIndex[1]) from 1 to RocketMui[1], do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        RocketReal2[RocketIndex[1]] Less than or equal to 0.00
                    Then - Actions
                        Unit Group - Pick every unit in RocketGr[RocketIndex[1]] and do (Actions)
                            Loop - Actions
                                Unit - Add a 0.01 second Generic expiration timer to (Picked unit)
                        Unit Group - Remove all units from RocketGr[RocketIndex[1]]
                        For each (Integer B) from RocketIndex[1] to (RocketMui[1] - 1), do (Actions)
                            Loop - Actions
                                Set RocketGr[(Integer B)] = RocketGr[((Integer B) + 1)]
                                Set RocketReal2[(Integer B)] = RocketReal2[((Integer B) + 1)]
                                Set RocketReal3[(Integer B)] = RocketReal3[((Integer B) + 1)]
                                Set RocketUnit2[(Integer B)] = RocketUnit2[((Integer B) + 1)]
                        Set RocketMui[1] = (RocketMui[1] - 1)
                    Else - Actions
                        Set RocketReal2[RocketIndex[1]] = (RocketReal2[RocketIndex[1]] - 7.50)
                        Unit Group - Pick every unit in RocketGr[RocketIndex[1]] and do (Actions)
                            Loop - Actions
                                Set RocketPoint[3] = (Position of (Picked unit))
                                Set RocketPoint[4] = (RocketPoint[3] offset by 30.00 towards (Facing of (Picked unit)) degrees)
                                Unit - Move (Picked unit) instantly to RocketPoint[4]
                                Unit - Add Crow Form to (Picked unit)
                                Unit - Remove Crow Form from (Picked unit)
                                Animation - Change (Picked unit) flying height to RocketReal2[RocketIndex[1]] at 0.00
                                Custom script:   call RemoveLocation(udg_RocketPoint[3])
                                Custom script:   call RemoveLocation(udg_RocketPoint[4])
[/spoil]
 
cho mình hỏi 1 loạt vấn đề -------- :D:D
thứ nhất mình làm tringger như trên là để khi nào player out sẽ hiện tên nhưng sao nó chả hiện tên ai biết fix hộ mình với
không biêt sai chỗ nào mong mọi người chỉ giáo
vấn đề thứ 2
>> map của mình làm hệ thống creep hồi sinh như sau.
nhưng khổ cái là con Hoa Đà của map mình nó giốnng như Rhosan trong Dota nhưng theo tringer trên thì cứ chết là từ 17>20s hồi sinh lại. giờ phải làm sao đây.

cho mình hỏi thêm là giờ muốn skill không bắn vào xe thì làm sao nhỉ. như skill E'Luna Arrow của hộ bắn xuyên xe vậy mà map mình bắn mắc cái xe. rồi cả trụ nữa. bắn vào trụ được :4cool_confuse:

1. Trigger HienTenKhiOutMain add event nhầm trigger
Mã:
Trigger - Add to ([COLOR="#FF0000"]This trigger[/COLOR]) the event (Player - (Picked player) leaves the game)
2. Thêm condition này vào
Mã:
(Unit type of (Dying unit)) not equal to [COLOR="#FF0000"]Hoa Đà[/COLOR]
3. Xe là mechanic, nhà là stucture. Thêm 2 condition để loại 2 class đó ra là được.
Mã:
(Classification of ([COLOR="#FF0000"]Unit[/COLOR])) is Mechanic equal to False
(Classification of ([COLOR="#FF0000"]Unit[/COLOR])) is Structure equal to False
 
Chỉnh sửa cuối:
cho no hỏi, giống skill kahehameha, nhưng không phải là đường thằng mà giống đường rắn bò thì phải làm sao, mọi người giúp nhé

cho no quote lại nhé, mọi người giúp với
 
1. Trigger HienTenKhiOutMain add event nhầm trigger
Mã:
Trigger - Add to ([COLOR="#FF0000"]This trigger[/COLOR]) the event (Player - (Picked player) leaves the game)
2. Thêm condition này vào
Mã:
(Unit type of (Dying unit)) not equal to [COLOR="#FF0000"]Hoa Đà[/COLOR]
3. Xe là mechanic, nhà là stucture. Thêm 2 condition để loại 2 class đó ra là được.
Mã:
(Classification of ([COLOR="#FF0000"]Unit[/COLOR])) is Mechanic equal to False
(Classification of ([COLOR="#FF0000"]Unit[/COLOR])) is Structure equal to False

cho mình hỏi 2 dòng condition cuối nên cho vào chỗ nào
Skill của mình đây
[Spoil]
ToaiKimTien
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to To¸i Kim TiÔn
Actions
Set Arrow_Counts = (Arrow_Counts + 1)
Set Arrow_CountMaxSize = 8191
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Arrow_Counts Greater than Arrow_CountMaxSize
Then - Actions
Set Arrow_Counts = 1
Else - Actions
Set Arrow_Caster[Arrow_Counts] = (Casting unit)
Set Arrow_CasterLoc = (Position of Arrow_Caster[Arrow_Counts])
Set Arrow_TargetPoint = (Target point of ability being cast)
Set Arrow_Angle = (Angle from Arrow_CasterLoc to Arrow_TargetPoint)
Unit - Create 1 ToaiKimTienArrow for (Owner of Arrow_Caster[Arrow_Counts]) at Arrow_CasterLoc facing Arrow_Angle degrees
Unit - Set the custom value of (Last created unit) to Arrow_Counts
Unit Group - Add (Last created unit) to Arrow_StartGroup
Set Arrow_Distance[Arrow_Counts] = 2300.00
Set Arrow_DistanceTravel[Arrow_Counts] = 0.00
Set Arrow_StunDuration[Arrow_Counts] = 1
Set Arrow_DistanceCount[Arrow_Counts] = 0.00
Trigger - Turn on ToaiKimTienMove <gen>
Custom script: call RemoveLocation (udg_Arrow_CasterLoc)
Custom script: call RemoveLocation (udg_Arrow_TargetPoint)
[/Spoil]
Tringger 2
[Spoil]ToaiKimTienMove
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Arrow_StartGroup and do (Actions)
Loop - Actions
Set Arrow_CusValue = (Custom value of (Picked unit))
Set Arrow_DummyLoc = (Position of (Picked unit))
Set Arrow_Movement = (Arrow_DummyLoc offset by 20.00 towards (Facing of (Picked unit)) degrees)
Unit - Move (Picked unit) instantly to Arrow_Movement
Set Arrow_DistanceTravel[Arrow_CusValue] = (Arrow_DistanceTravel[Arrow_CusValue] + 18.00)
Set Arrow_DistanceCount[Arrow_CusValue] = (Arrow_DistanceCount[Arrow_CusValue] + 18.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Arrow_DistanceCount[Arrow_CusValue] Greater than or equal to 225.00
Then - Actions
Set Arrow_StunDuration[Arrow_CusValue] = (Arrow_StunDuration[Arrow_CusValue] + 1)
Set Arrow_DistanceCount[Arrow_CusValue] = 0.00
Else - Actions
Set Arrow_UnitGroup = (Units within 150.00 of Arrow_Movement matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Arrow_Caster[Arrow_CusValue])) Equal to True))))
Set Arrow_RandomUnit = (Random 1 units from Arrow_UnitGroup)
Unit Group - Pick every unit in Arrow_RandomUnit and do (Actions)
Loop - Actions
Unit - Cause Arrow_Caster[Arrow_CusValue] to damage (Picked unit), dealing (90.00 x (Real((Level of To¸i Kim TiÔn for Arrow_Caster[Arrow_CusValue])))) damage of attack type Spells and damage type Normal
Unit - Create 1 ToaiKimTienDummy for (Owner of Arrow_Caster[Arrow_CusValue]) at Arrow_Movement facing Default building facing degrees
Unit - Add ToaiKimTien (Stun) to (Last created unit)
Unit - Set level of ToaiKimTien (Stun) for (Last created unit) to Arrow_StunDuration[Arrow_CusValue]
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
Arrow_DistanceTravel[Arrow_CusValue] Greater than or equal to Arrow_Distance[Arrow_CusValue]
(Number of units in Arrow_UnitGroup) Greater than 0
Then - Actions
Unit - Kill (Picked unit)
Unit Group - Remove (Picked unit) from Arrow_StartGroup
Else - Actions
Custom script: call RemoveLocation (udg_Arrow_DummyLoc)
Custom script: call RemoveLocation (udg_Arrow_Movement)
Custom script: call DestroyGroup (udg_Arrow_UnitGroup)
Custom script: call DestroyGroup (udg_Arrow_RandomUnit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in Arrow_StartGroup) Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
[/spoil]
 
cho mình hỏi 2 dòng condition cuối nên cho vào chỗ nào
Skill của mình đây
[Spoil]
ToaiKimTien
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to To¸i Kim TiÔn
Actions
Set Arrow_Counts = (Arrow_Counts + 1)
Set Arrow_CountMaxSize = 8191
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Arrow_Counts Greater than Arrow_CountMaxSize
Then - Actions
Set Arrow_Counts = 1
Else - Actions
Set Arrow_Caster[Arrow_Counts] = (Casting unit)
Set Arrow_CasterLoc = (Position of Arrow_Caster[Arrow_Counts])
Set Arrow_TargetPoint = (Target point of ability being cast)
Set Arrow_Angle = (Angle from Arrow_CasterLoc to Arrow_TargetPoint)
Unit - Create 1 ToaiKimTienArrow for (Owner of Arrow_Caster[Arrow_Counts]) at Arrow_CasterLoc facing Arrow_Angle degrees
Unit - Set the custom value of (Last created unit) to Arrow_Counts
Unit Group - Add (Last created unit) to Arrow_StartGroup
Set Arrow_Distance[Arrow_Counts] = 2300.00
Set Arrow_DistanceTravel[Arrow_Counts] = 0.00
Set Arrow_StunDuration[Arrow_Counts] = 1
Set Arrow_DistanceCount[Arrow_Counts] = 0.00
Trigger - Turn on ToaiKimTienMove <gen>
Custom script: call RemoveLocation (udg_Arrow_CasterLoc)
Custom script: call RemoveLocation (udg_Arrow_TargetPoint)
[/Spoil]
Tringger 2
[Spoil]ToaiKimTienMove
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Arrow_StartGroup and do (Actions)
Loop - Actions
Set Arrow_CusValue = (Custom value of (Picked unit))
Set Arrow_DummyLoc = (Position of (Picked unit))
Set Arrow_Movement = (Arrow_DummyLoc offset by 20.00 towards (Facing of (Picked unit)) degrees)
Unit - Move (Picked unit) instantly to Arrow_Movement
Set Arrow_DistanceTravel[Arrow_CusValue] = (Arrow_DistanceTravel[Arrow_CusValue] + 18.00)
Set Arrow_DistanceCount[Arrow_CusValue] = (Arrow_DistanceCount[Arrow_CusValue] + 18.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Arrow_DistanceCount[Arrow_CusValue] Greater than or equal to 225.00
Then - Actions
Set Arrow_StunDuration[Arrow_CusValue] = (Arrow_StunDuration[Arrow_CusValue] + 1)
Set Arrow_DistanceCount[Arrow_CusValue] = 0.00
Else - Actions
Set Arrow_UnitGroup = (Units within 150.00 of Arrow_Movement matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Arrow_Caster[Arrow_CusValue])) Equal to True))))
Set Arrow_RandomUnit = (Random 1 units from Arrow_UnitGroup)
Unit Group - Pick every unit in Arrow_RandomUnit and do (Actions)
Loop - Actions
Unit - Cause Arrow_Caster[Arrow_CusValue] to damage (Picked unit), dealing (90.00 x (Real((Level of To¸i Kim TiÔn for Arrow_Caster[Arrow_CusValue])))) damage of attack type Spells and damage type Normal
Unit - Create 1 ToaiKimTienDummy for (Owner of Arrow_Caster[Arrow_CusValue]) at Arrow_Movement facing Default building facing degrees
Unit - Add ToaiKimTien (Stun) to (Last created unit)
Unit - Set level of ToaiKimTien (Stun) for (Last created unit) to Arrow_StunDuration[Arrow_CusValue]
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
Arrow_DistanceTravel[Arrow_CusValue] Greater than or equal to Arrow_Distance[Arrow_CusValue]
(Number of units in Arrow_UnitGroup) Greater than 0
Then - Actions
Unit - Kill (Picked unit)
Unit Group - Remove (Picked unit) from Arrow_StartGroup
Else - Actions
Custom script: call RemoveLocation (udg_Arrow_DummyLoc)
Custom script: call RemoveLocation (udg_Arrow_Movement)
Custom script: call DestroyGroup (udg_Arrow_UnitGroup)
Custom script: call DestroyGroup (udg_Arrow_RandomUnit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in Arrow_StartGroup) Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
[/spoil]

cái này sao giống copy từ skill eluna's arrow trên hive quá vậy =))
 
Bạn có thể add spell đó vào spell book, sau đó disable spell đó đi
Mã:
Player - Disable <Spell> for <Player>
:|
mìnk đã thử r` mà kô dc =.='' ... hajz ... các hạ nào bjk chỉ với
Untitled-1.jpg
cho em hỏi làm s em dùng orb of slow làm skill thì khi học là cho orb thì nó lại có thêm skill Slow ở chỗ [1;1] :|~
s để xóa nó đi ạ ?
 
^
X = 1 ; Y = 1
xóa nó thì vào ability normal mà xáo :-/
 
YAN[asian];21719940 nói:
Cho hỏi 2 trigger này có vấn đề ở chỗ nào mà ko thấy MUI được?

[spoil]
Mã:
Untitled Trigger 147
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Double Rocket 
    Actions
        Set RocketMui[1] = (RocketMui[1] + 1)
        Set RocketUnit2[RocketMui[1]] = (Triggering unit)
        Set RocketReal2[RocketMui[1]] = ((Current flying height of RocketUnit2[RocketMui[1]]) + 20.00)
        Set RocketReal3[RocketMui[1]] = ((Current flying height of RocketUnit2[RocketMui[1]]) + 0.00)
        Set RocketPoint[3] = (Position of RocketUnit2[RocketMui[1]])
        Set RocketPoint[4] = (RocketPoint[3] offset by 50.00 towards ((Facing of RocketUnit2[RocketMui[1]]) - 90.00) degrees)
        For each (Integer A) from 0 to 1, do (Actions)
            Loop - Actions
                Set RocketPoint[5] = (RocketPoint[4] offset by (Real(((Integer A) x 100))) towards (Angle from RocketPoint[4] to RocketPoint[3]) degrees)
                Unit - Create 1 Captain for (Owner of RocketUnit2[RocketMui[1]]) at RocketPoint[5] facing (Facing of RocketUnit2[RocketMui[1]]) degrees
                Unit Group - Add (Last created unit) to RocketGr[RocketMui[1]]
                Unit - Add Crow Form to (Last created unit)
                Unit - Remove Crow Form from (Last created unit)
                Animation - Change (Last created unit) flying height to RocketReal2[RocketMui[1]] at 0.00
                Custom script:   call RemoveLocation(udg_RocketPoint[5])
        Custom script:   call RemoveLocation(udg_RocketPoint[3])
        Custom script:   call RemoveLocation(udg_RocketPoint[4])
[/spoil]
[spoil]
Mã:
Untitled Trigger 148
    Events
        Time - Every 0.04 seconds of game time
    Conditions
    Actions
        For each (Integer RocketIndex[1]) from 1 to RocketMui[1], do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        RocketReal2[RocketIndex[1]] Less than or equal to 0.00
                    Then - Actions
                        Unit Group - Pick every unit in RocketGr[RocketIndex[1]] and do (Actions)
                            Loop - Actions
                                Unit - Add a 0.01 second Generic expiration timer to (Picked unit)
                        Unit Group - Remove all units from RocketGr[RocketIndex[1]]
                        For each (Integer B) from RocketIndex[1] to (RocketMui[1] - 1), do (Actions)
                            Loop - Actions
                                Set RocketGr[(Integer B)] = RocketGr[((Integer B) + 1)]
                                Set RocketReal2[(Integer B)] = RocketReal2[((Integer B) + 1)]
                                Set RocketReal3[(Integer B)] = RocketReal3[((Integer B) + 1)]
                                Set RocketUnit2[(Integer B)] = RocketUnit2[((Integer B) + 1)]
                        Set RocketMui[1] = (RocketMui[1] - 1)
                    Else - Actions
                        Set RocketReal2[RocketIndex[1]] = (RocketReal2[RocketIndex[1]] - 7.50)
                        Unit Group - Pick every unit in RocketGr[RocketIndex[1]] and do (Actions)
                            Loop - Actions
                                Set RocketPoint[3] = (Position of (Picked unit))
                                Set RocketPoint[4] = (RocketPoint[3] offset by 30.00 towards (Facing of (Picked unit)) degrees)
                                Unit - Move (Picked unit) instantly to RocketPoint[4]
                                Unit - Add Crow Form to (Picked unit)
                                Unit - Remove Crow Form from (Picked unit)
                                Animation - Change (Picked unit) flying height to RocketReal2[RocketIndex[1]] at 0.00
                                Custom script:   call RemoveLocation(udg_RocketPoint[3])
                                Custom script:   call RemoveLocation(udg_RocketPoint[4])
[/spoil]

@Tom .
 
cho mình hỏi 2 dòng condition cuối nên cho vào chỗ nào

Thêm vào trigger 2, chỗ màu đỏ dưới đây:
Mã:
ToaiKimTienMove
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Arrow_StartGroup and do (Actions)
Loop - Actions
Set Arrow_CusValue = (Custom value of (Picked unit))
Set Arrow_DummyLoc = (Position of (Picked unit))
Set Arrow_Movement = (Arrow_DummyLoc offset by 20.00 towards (Facing of (Picked unit)) degrees)
Unit - Move (Picked unit) instantly to Arrow_Movement
Set Arrow_DistanceTravel[Arrow_CusValue] = (Arrow_DistanceTravel[Arrow_CusValue] + 18.00)
Set Arrow_DistanceCount[Arrow_CusValue] = (Arrow_DistanceCount[Arrow_CusValue] + 18.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Arrow_DistanceCount[Arrow_CusValue] Greater than or equal to 225.00
Then - Actions
Set Arrow_StunDuration[Arrow_CusValue] = (Arrow_StunDuration[Arrow_CusValue] + 1)
Set Arrow_DistanceCount[Arrow_CusValue] = 0.00
Else - Actions
[COLOR="#FF0000"]Set Arrow_UnitGroup = (Units within 150.00 of Arrow_Movement matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Arrow_Caster[Arrow_CusValue])) Equal to True))))[/COLOR]
Set Arrow_RandomUnit = (Random 1 units from Arrow_UnitGroup)
Unit Group - Pick every unit in Arrow_RandomUnit and do (Actions)
Loop - Actions
Unit - Cause Arrow_Caster[Arrow_CusValue] to damage (Picked unit), dealing (90.00 x (Real((Level of To¸i Kim TiÔn for Arrow_Caster[Arrow_CusValue])))) damage of attack type Spells and damage type Normal
Unit - Create 1 ToaiKimTienDummy for (Owner of Arrow_Caster[Arrow_CusValue]) at Arrow_Movement facing Default building facing degrees
Unit - Add ToaiKimTien (Stun) to (Last created unit)
Unit - Set level of ToaiKimTien (Stun) for (Last created unit) to Arrow_StunDuration[Arrow_CusValue]
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
Arrow_DistanceTravel[Arrow_CusValue] Greater than or equal to Arrow_Distance[Arrow_CusValue]
(Number of units in Arrow_UnitGroup) Greater than 0
Then - Actions
Unit - Kill (Picked unit)
Unit Group - Remove (Picked unit) from Arrow_StartGroup
Else - Actions
Custom script: call RemoveLocation (udg_Arrow_DummyLoc)
Custom script: call RemoveLocation (udg_Arrow_Movement)
Custom script: call DestroyGroup (udg_Arrow_UnitGroup)
Custom script: call DestroyGroup (udg_Arrow_RandomUnit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in Arrow_StartGroup) Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Btw: copy trigger thì cho vào [code]trigger[/code] nhé bạn, cho vào spoil có phần khó nhìn.

cái này sao giống copy từ skill eluna's arrow trên hive quá vậy =))
Spam à?
 
YAN[asian];21719940 nói:
Cho hỏi 2 trigger này có vấn đề ở chỗ nào mà ko thấy MUI được?

[spoil]
Mã:
Untitled Trigger 147
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Double Rocket 
    Actions
        Set RocketMui[1] = (RocketMui[1] + 1)
        [COLOR="#0000FF"]Set RocketMui[2] = RocketMui[1][/COLOR]
        Set RocketUnit2[RocketMui[1]] = (Triggering unit)
        Set RocketReal2[RocketMui[1]] = ((Current flying height of RocketUnit2[RocketMui[1]]) + 20.00)
        Set RocketReal3[RocketMui[1]] = ((Current flying height of RocketUnit2[RocketMui[1]]) + 0.00)
        Set RocketPoint[3] = (Position of RocketUnit2[RocketMui[1]])
        Set RocketPoint[4] = (RocketPoint[3] offset by 50.00 towards ((Facing of RocketUnit2[RocketMui[1]]) - 90.00) degrees)
        For each (Integer A) from 0 to 1, do (Actions)
            Loop - Actions
                Set RocketPoint[5] = (RocketPoint[4] offset by (Real(((Integer A) x 100))) towards (Angle from RocketPoint[4] to RocketPoint[3]) degrees)
                Unit - Create 1 Captain for (Owner of RocketUnit2[RocketMui[1]]) at RocketPoint[5] facing (Facing of RocketUnit2[RocketMui[1]]) degrees
                Unit Group - Add (Last created unit) to RocketGr[RocketMui[1]]
                Unit - Add Crow Form to (Last created unit)
                Unit - Remove Crow Form from (Last created unit)
                Animation - Change (Last created unit) flying height to RocketReal2[RocketMui[1]] at 0.00
                Custom script:   call RemoveLocation(udg_RocketPoint[5])
        Custom script:   call RemoveLocation(udg_RocketPoint[3])
        Custom script:   call RemoveLocation(udg_RocketPoint[4])
[/spoil]
[spoil]
Mã:
Untitled Trigger 148
    Events
        Time - Every 0.04 seconds of game time
    Conditions
    Actions
        For each (Integer RocketIndex[1]) from 1 to RocketMui[1], do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        RocketReal2[RocketIndex[1]] Less than or equal to 0.00
                    Then - Actions
                        Unit Group - Pick every unit in RocketGr[RocketIndex[1]] and do (Actions)
                            Loop - Actions
                                Unit - Add a 0.01 second Generic expiration timer to (Picked unit)
                        Unit Group - Remove all units from RocketGr[RocketIndex[1]]
                       [B] For each (Integer B) from RocketIndex[1] to (RocketMui[1] - 1), do (Actions)
                            Loop - Actions
                                Set RocketGr[(Integer B)] = RocketGr[((Integer B) + 1)]
                                Set RocketReal2[(Integer B)] = RocketReal2[((Integer B) + 1)]
                                Set RocketReal3[(Integer B)] = RocketReal3[((Integer B) + 1)]
                                Set RocketUnit2[(Integer B)] = RocketUnit2[((Integer B) + 1)][/B]
               [COLOR="#0000FF"]         Set RocketMui[2] = (RocketMui[2] - 1)[/COLOR]
                  [B]  Else - Actions
                        Set RocketReal2[RocketIndex[1]] = (RocketReal2[RocketIndex[1]] - 7.50)
                        Unit Group - Pick every unit in RocketGr[RocketIndex[1]] and do (Actions)
                            Loop - Actions
                                Set RocketPoint[3] = (Position of (Picked unit))
                                Set RocketPoint[4] = (RocketPoint[3] offset by 30.00 towards (Facing of (Picked unit)) degrees)
                                Unit - Move (Picked unit) instantly to RocketPoint[4]
                                Unit - Add Crow Form to (Picked unit)
                                Unit - Remove Crow Form from (Picked unit)
                                Animation - Change (Picked unit) flying height to RocketReal2[RocketIndex[1]] at 0.00
                                Custom script:   call RemoveLocation(udg_RocketPoint[3])
                                Custom script:   call RemoveLocation(udg_RocketPoint[4])[/B]
[/spoil]
Phần in đậm màu đen mìnk kô hĩu lắm ...... theo mìnk bạn nên xài 2 biến MUI ... MUI[1] để thực hiện lệnh For each ..... to MUI[1] . còn MUI[2] sẽ set = MUI[1] . Sau mỗi lần thực hiện thay vì -1 vào MUI[1] ta sẽ -1 vào MUI[2] . Trừ đến khi MUI[2] = 0 ta sẽ set MUI[1] = 0 và Turn off Trigger
Ý mìnk đại khái là thế :D ... sai thì đừng chửi :D ... vì trigger bạn làm có nh` phần mìnk kô hỉu lắm

^
X = 1 ; Y = 1
xóa nó thì vào ability normal mà xáo :-/
nó là 1 spell unit mà .... khi còn chỗ trống thì nó tự động chèn vào thôi ..... !
ta cần cách làm ẩn nó đi cơ , như khi nó là item ấy ( khi dùng item Orb Of Slows thì kô thấy nó hiện ra spell Slow này )

Cho hỏi thêm cách làm disarm 1 unit nhất định.
 
Chỉnh sửa cuối:
thế thì sao bạn ko add ability orb of slow cho nó luôn :-/
 
xáo? xóa?

hề hề, em ghi vội quá nên nhầm :5cool_big_smile:

---------- Post added at 14:25 ---------- Previous post was at 14:22 ----------

Phần in đậm màu đen mìnk kô hĩu lắm ...... theo mìnk bạn nên xài 2 biến MUI ... MUI[1] để thực hiện lệnh For each ..... to MUI[1] . còn MUI[2] sẽ set = MUI[1] . Sau mỗi lần thực hiện thay vì -1 vào MUI[1] ta sẽ -1 vào MUI[2] . Trừ đến khi MUI[2] = 0 ta sẽ set MUI[1] = 0 và Turn off Trigger
Ý mìnk đại khái là thế :D ... sai thì đừng chửi :D ... vì trigger bạn làm có nh` phần mìnk kô hỉu lắm


nó là 1 spell unit mà .... khi còn chỗ trống thì nó tự động chèn vào thôi ..... !
ta cần cách làm ẩn nó đi cơ , như khi nó là item ấy ( khi dùng item Orb Of Slows thì kô thấy nó hiện ra spell Slow này )

Cho hỏi thêm cách làm disarm 1 unit nhất định.

đơn giản thôi
add orb of slow cho nó
xong dùng trigger add thêm 1 ability pásive vào như enchane aura xong set level của nó = level của skill orb of slow

---------- Post added at 14:30 ---------- Previous post was at 14:25 ----------

enchane aura hiện diện chỉ để làm icon cho màu mè chứ thực chất đánh gây slow là orb of slow
 
thế thì sao bạn ko add ability orb of slow cho nó luôn :-/

có bao giờ đọc kỹ ko thế?

Untitled-1.jpg
cho em hỏi làm s em dùng orb of slow làm skill thì khi học là cho orb thì nó lại có thêm skill Slow ở chỗ [1;1] :|~
s để xóa nó đi ạ ?

hề hề, em ghi vội quá nên nhầm :5cool_big_smile:

---------- Post added at 14:25 ---------- Previous post was at 14:22 ----------



đơn giản thôi
add orb of slow cho nó
xong dùng trigger add thêm 1 ability pásive vào như enchane aura xong set level của nó = level của skill orb of slow

---------- Post added at 14:30 ---------- Previous post was at 14:25 ----------

enchane aura hiện diện chỉ để làm icon cho màu mè chứ thực chất đánh gây slow là orb of slow

ý tôi là "xóa thế nào" ấy?
 
hề hề, em ghi vội quá nên nhầm :5cool_big_smile:

---------- Post added at 14:25 ---------- Previous post was at 14:22 ----------



đơn giản thôi
add orb of slow cho nó
xong dùng trigger add thêm 1 ability pásive vào như enchane aura xong set level của nó = level của skill orb of slow

---------- Post added at 14:30 ---------- Previous post was at 14:25 ----------

enchane aura hiện diện chỉ để làm icon cho màu mè chứ thực chất đánh gây slow là orb of slow
Làm như bạn thì thật sự nó sẽ vẫn hiện ra slow ( mìnk đã thử r` ). Btw: đã tìm dc cách giải wuyết ... h cần hỏi cách làm Disarm unit thôi :)
Cho hỏi thêm về cách làm skill Timber Chain của Goblin Shelder trong DotA
 
Chỉnh sửa cuối:
YAN[asian];21719940 nói:
Cho hỏi 2 trigger này có vấn đề ở chỗ nào mà ko thấy MUI được?

[spoil]
Mã:
Untitled Trigger 147
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Double Rocket 
    Actions
        Set RocketMui[1] = (RocketMui[1] + 1)
        Set RocketUnit2[RocketMui[1]] = (Triggering unit)
        Set RocketReal2[RocketMui[1]] = ((Current flying height of RocketUnit2[RocketMui[1]]) + 20.00)
        Set RocketReal3[RocketMui[1]] = ((Current flying height of RocketUnit2[RocketMui[1]]) + 0.00)
        Set RocketPoint[3] = (Position of RocketUnit2[RocketMui[1]])
        Set RocketPoint[4] = (RocketPoint[3] offset by 50.00 towards ((Facing of RocketUnit2[RocketMui[1]]) - 90.00) degrees)
        For each (Integer A) from 0 to 1, do (Actions)
            Loop - Actions
                Set RocketPoint[5] = (RocketPoint[4] offset by (Real(((Integer A) x 100))) towards (Angle from RocketPoint[4] to RocketPoint[3]) degrees)
                Unit - Create 1 Captain for (Owner of RocketUnit2[RocketMui[1]]) at RocketPoint[5] facing (Facing of RocketUnit2[RocketMui[1]]) degrees
                Unit Group - Add (Last created unit) to RocketGr[RocketMui[1]]
                Unit - Add Crow Form to (Last created unit)
                Unit - Remove Crow Form from (Last created unit)
                Animation - Change (Last created unit) flying height to RocketReal2[RocketMui[1]] at 0.00
                Custom script:   call RemoveLocation(udg_RocketPoint[5])
        Custom script:   call RemoveLocation(udg_RocketPoint[3])
        Custom script:   call RemoveLocation(udg_RocketPoint[4])
[/spoil]
[spoil]
Mã:
Untitled Trigger 148
    Events
        Time - Every 0.04 seconds of game time
    Conditions
    Actions
        For each (Integer RocketIndex[1]) from 1 to RocketMui[1], do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        RocketReal2[RocketIndex[1]] Less than or equal to 0.00
                    Then - Actions
                        Unit Group - Pick every unit in RocketGr[RocketIndex[1]] and do (Actions)
                            Loop - Actions
                                Unit - Add a 0.01 second Generic expiration timer to (Picked unit)
                        Unit Group - Remove all units from RocketGr[RocketIndex[1]]
                        For each (Integer B) from RocketIndex[1] to (RocketMui[1] - 1), do (Actions)
                            Loop - Actions
                                Set RocketGr[(Integer B)] = RocketGr[((Integer B) + 1)]
                                Set RocketReal2[(Integer B)] = RocketReal2[((Integer B) + 1)]
                                Set RocketReal3[(Integer B)] = RocketReal3[((Integer B) + 1)]
                                Set RocketUnit2[(Integer B)] = RocketUnit2[((Integer B) + 1)]
                        Set RocketMui[1] = (RocketMui[1] - 1)
                    Else - Actions
                        Set RocketReal2[RocketIndex[1]] = (RocketReal2[RocketIndex[1]] - 7.50)
                        Unit Group - Pick every unit in RocketGr[RocketIndex[1]] and do (Actions)
                            Loop - Actions
                                Set RocketPoint[3] = (Position of (Picked unit))
                                Set RocketPoint[4] = (RocketPoint[3] offset by 30.00 towards (Facing of (Picked unit)) degrees)
                                Unit - Move (Picked unit) instantly to RocketPoint[4]
                                Unit - Add Crow Form to (Picked unit)
                                Unit - Remove Crow Form from (Picked unit)
                                Animation - Change (Picked unit) flying height to RocketReal2[RocketIndex[1]] at 0.00
                                Custom script:   call RemoveLocation(udg_RocketPoint[3])
                                Custom script:   call RemoveLocation(udg_RocketPoint[4])
[/spoil]

Tom có biết ko ?
 
Làm như bạn thì thật sự nó sẽ vẫn hiện ra slow ( mìnk đã thử r` ). Btw: đã tìm dc cách giải wuyết ... h cần hỏi cách làm Disarm unit thôi :)
Cho hỏi thêm về cách làm skill Timber Chain của Goblin Shelder trong DotA

Disarm: Dùng ability Drunken Haze 'ANdh', chỉnh Area of Effect = 0 và tích vào option Melee, Ranged trong Data - Attacks Prevented.

__________________________________

P/s: Theo dõi topic này thấy hơi bị ức chế cậu World_Editor. Trong topic này có luật
- ko trả lời mà cứ chat nhảm
- trả lời ko rõ ràng
mà không biết cậu này vi phạm bao nhiêu lần rồi :-?.
 
YAN[asian];21723540 nói:
Tom có biết ko ?

có lẽ vấn đề là do biến RocketGr tại index RocketIndex[1] chưa được khởi tạo (có giá trị group trống)
giải quyết thì có thể đặt array size của RocketGr lên X (nhưng các index từ X+1 trở lên sẽ ko có giá trị)

vậy thử:
Mã:
Untitled Trigger 147
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Double Rocket 
    Actions
        Set RocketMui[1] = (RocketMui[1] + 1)
        Set RocketUnit2[RocketMui[1]] = (Triggering unit)
        Set RocketReal2[RocketMui[1]] = ((Current flying height of RocketUnit2[RocketMui[1]]) + 20.00)
        Set RocketReal3[RocketMui[1]] = ((Current flying height of RocketUnit2[RocketMui[1]]) + 0.00)
[B][COLOR="#0000CD"]        Custom Script: if ( udg_RocketGr[ udg_RocketMui[1] ] == null ) then
        Custom Script:     set udg_RocketGr[ udg_RocketMui[1] ] = CreateGroup()
        Custom Script: endif[/COLOR][/B]
        Set RocketPoint[3] = (Position of RocketUnit2[RocketMui[1]])
        Set RocketPoint[4] = (RocketPoint[3] offset by 50.00 towards ((Facing of RocketUnit2[RocketMui[1]]) - 90.00) degrees)
        For each (Integer A) from 0 to 1, do (Actions)
            Loop - Actions
                Set RocketPoint[5] = (RocketPoint[4] offset by (Real(((Integer A) x 100))) towards (Angle from RocketPoint[4] to RocketPoint[3]) degrees)
                Unit - Create 1 Captain for (Owner of RocketUnit2[RocketMui[1]]) at RocketPoint[5] facing (Facing of RocketUnit2[RocketMui[1]]) degrees
                Unit Group - Add (Last created unit) to RocketGr[RocketMui[1]]
                Unit - Add Crow Form to (Last created unit)
                Unit - Remove Crow Form from (Last created unit)
                Animation - Change (Last created unit) flying height to RocketReal2[RocketMui[1]] at 0.00
                Custom script:   call RemoveLocation(udg_RocketPoint[5])
        Custom script:   call RemoveLocation(udg_RocketPoint[3])
        Custom script:   call RemoveLocation(udg_RocketPoint[4])

dòng in đậm màu xanh là kiểm tra RocketGr tại index mới (RocketMui[1]) có giá trị group trống hay chưa, nếu chưa thì đặt cho nó.

Disarm: Dùng ability Drunken Haze 'ANdh', chỉnh Area of Effect = 0 và tích vào option Melee, Ranged trong Data - Attacks Prevented.

hoặc dùng add ability: Cargo Hold (Orc Burrow) có id: Abun cho unit bị disarm
 
Sao mấy cái bài viết về phần tạo effect cho từng player mình đọc chả hiểu gì cả :X
 
Status
Không mở trả lời sau này.
Back
Top