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Other Gaming Forum
PC games
WarCraft III Modding
Shissshhh... "play unit's animation" ruins the whole trigger...
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<blockquote data-quote="Danhell" data-source="post: 120915" data-attributes="member: 6485"><p>[code]Trample Front</p><p>????Events</p><p>????????Unit - Cavalier 0113 <gen> Is attacked</p><p>????Conditions</p><p>????????((Attacking unit) has buff Trample ) Equal to True</p><p>????Actions</p><p>????????Set Trample_Front = (Random integer number between 1 and 100)</p><p>????????If (Trample_Front Less than or equal to (10 + (Level of Trample??for Cavalier 0113 <gen>))) then do (Unit - Create 1 DUMMY CASTER for (Owner of Cavalier 0113 <gen>) at (Cavalier_Position offset by 100.00 towards (Angle from Cavalier_Position to Trampled_Unit_Position) degrees) facing Trampled_Unit_Position) else do (Skip remaining actions)</p><p>????????Set Trampled_Unit_Position = (Position of (Attacking unit))</p><p>????????Set Cavalier_Position = (Position of Cavalier 0113 <gen>)</p><p>????????Unit - Add TRAMPLE FOR DUMMY??to (Last created unit)</p><p>????????Unit - Set level of TRAMPLE FOR DUMMY??for (Last created unit) to (Level of Trample??for Cavalier 0113 <gen>)</p><p>????????Unit - Order (Last created unit) to Human Mountain King - Thunder Clap</p><p>????????Animation - Play Cavalier 0113 <gen>'s stand victory animation</p><p>????????Unit - Add a 5.00 second Generic expiration timer to (Last created unit)</p><p>????????Custom script: call RemoveLocation (udg_Trampled_Unit_Position)</p><p>????????Custom script: call RemoveLocation (udg_Cavalier_Position)[/code]</p><p></p><p>I guess you see what it does - has a chance to trample the attackers! Its nut, and would work.. it worked, untill i gave the animation line. Its ruined the whole thing, thats actually strange for me, because its after the unit - order. Please help, the animation is the most necessary.... It tries do play an animation, but interrupts it with the attack one (because he is in combat). How could i make the animations to override the attacking ones? Im hopin you help, thanks if yup.</p></blockquote><p></p>
[QUOTE="Danhell, post: 120915, member: 6485"] [code]Trample Front ????Events ????????Unit - Cavalier 0113 <gen> Is attacked ????Conditions ????????((Attacking unit) has buff Trample ) Equal to True ????Actions ????????Set Trample_Front = (Random integer number between 1 and 100) ????????If (Trample_Front Less than or equal to (10 + (Level of Trample??for Cavalier 0113 <gen>))) then do (Unit - Create 1 DUMMY CASTER for (Owner of Cavalier 0113 <gen>) at (Cavalier_Position offset by 100.00 towards (Angle from Cavalier_Position to Trampled_Unit_Position) degrees) facing Trampled_Unit_Position) else do (Skip remaining actions) ????????Set Trampled_Unit_Position = (Position of (Attacking unit)) ????????Set Cavalier_Position = (Position of Cavalier 0113 <gen>) ????????Unit - Add TRAMPLE FOR DUMMY??to (Last created unit) ????????Unit - Set level of TRAMPLE FOR DUMMY??for (Last created unit) to (Level of Trample??for Cavalier 0113 <gen>) ????????Unit - Order (Last created unit) to Human Mountain King - Thunder Clap ????????Animation - Play Cavalier 0113 <gen>'s stand victory animation ????????Unit - Add a 5.00 second Generic expiration timer to (Last created unit) ????????Custom script: call RemoveLocation (udg_Trampled_Unit_Position) ????????Custom script: call RemoveLocation (udg_Cavalier_Position)[/code] I guess you see what it does - has a chance to trample the attackers! Its nut, and would work.. it worked, untill i gave the animation line. Its ruined the whole thing, thats actually strange for me, because its after the unit - order. Please help, the animation is the most necessary.... It tries do play an animation, but interrupts it with the attack one (because he is in combat). How could i make the animations to override the attacking ones? Im hopin you help, thanks if yup. [/QUOTE]
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Other Gaming Forum
PC games
WarCraft III Modding
Shissshhh... "play unit's animation" ruins the whole trigger...
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