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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: 120918" data-attributes="member: 6485"><p>Oh my god thank you xeridanus... I am so stupid, i did the action before tsetting the positions T.T.</p><p>I guess, it created the unit at the center of the map, because it does, if it doesnt find the correct position.</p><p>Pause/Unpause don't work. </p><p>But, could you tell me how do we set the stand animation in scripts? not just "stand", because there are different stands like stand 1, stand 2. But how do set these to play?</p><p></p><p>Btw here is the working trigger:</p><p></p><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>????????Set Trampled_Unit_Position = (Position of (Attacking unit))</p><p>????????Set Cavalier_Position = (Position of Cavalier 0113 <gen>)</p><p>????????If (All Conditions are True) then do (Then Actions) else do (Else Actions)</p><p>????????????If - Conditions</p><p>????????????????Trample_Front Less than or equal to (10 + (Level of Trample??for Cavalier 0113 <gen>))</p><p>????????????Then - Actions</p><p>????????????????Unit - Create 1 DUMMY CASTER for (Owner of Cavalier 0113 <gen>) at (Cavalier_Position offset by 50.00 towards (Angle from Cavalier_Position to Trampled_Unit_Position) degrees) facing Default building facing (270.0) degrees</p><p>????????????Else - Actions</p><p>????????????????Custom script: call RemoveLocation (udg_Cavalier_Position)</p><p>????????????????Custom script: call RemoveLocation (udg_Trampled_Unit_Position)</p><p>????????????????Skip remaining actions</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></p><p>Btw can you tell me a spell thats aoe, without target, but doesnt move the ground ? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I dotn care if it stuns or slows...</p></blockquote><p></p>
[QUOTE="Danhell, post: 120918, member: 6485"] Oh my god thank you xeridanus... I am so stupid, i did the action before tsetting the positions T.T. I guess, it created the unit at the center of the map, because it does, if it doesnt find the correct position. Pause/Unpause don't work. But, could you tell me how do we set the stand animation in scripts? not just "stand", because there are different stands like stand 1, stand 2. But how do set these to play? Btw here is the working trigger: [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) ????????Set Trampled_Unit_Position = (Position of (Attacking unit)) ????????Set Cavalier_Position = (Position of Cavalier 0113 <gen>) ????????If (All Conditions are True) then do (Then Actions) else do (Else Actions) ????????????If - Conditions ????????????????Trample_Front Less than or equal to (10 + (Level of Trample??for Cavalier 0113 <gen>)) ????????????Then - Actions ????????????????Unit - Create 1 DUMMY CASTER for (Owner of Cavalier 0113 <gen>) at (Cavalier_Position offset by 50.00 towards (Angle from Cavalier_Position to Trampled_Unit_Position) degrees) facing Default building facing (270.0) degrees ????????????Else - Actions ????????????????Custom script: call RemoveLocation (udg_Cavalier_Position) ????????????????Custom script: call RemoveLocation (udg_Trampled_Unit_Position) ????????????????Skip remaining actions ????????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] Btw can you tell me a spell thats aoe, without target, but doesnt move the ground ? :) I dotn care if it stuns or slows... [/QUOTE]
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Shissshhh... "play unit's animation" ruins the whole trigger...
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