The perfect one step solution for creating Ice/Sliding Mazes in both Reign of Chaos and The Frozen Throne. It is the only decent system around and it even works in RoC, is lagfree, perfectly optimized, fast and reliable. The included TerrainKill feature frees you from the tedious task of creating a thousand kill-regions.
3ICE wrote:Fly height is available in GUI.
I'm glad you decided to do it.
Echem:
3ICE wrote:EDIT: Jumpers are easy, set the DH's fly height to however high you want them to jump, then set it back to 0.
Manstie wrote:And this will cancel out the snow killing then while they are flying? (and is it possible in gui?)
3ICE wrote:GUI? Don't make me laugh.
You liar!
--- Um okay a little bug up there. The post seems to be fine tho ---
Edited by 3ICE: You had your quote tags all fucked up. I fixed them for you. Edited by manstie: What the hell? I saw nothing wrong with those quote tags, I swear!.. Edited by 3ICE: Well, now they are all good. You had their order wrong and a missing "]" I also removed a lot of enters. Hey! You removed the main quote that actually made my post make sense for saying "You liar"!!! I didn't remove anything. And you could add it back anyway. I allow unlimited editing. Okay this is getting confusing. There was a mix up in what I meant as well. When I said "Is it possible in GUI?" I mean is it possible to change the height in GUI.
Last edited by manstie on Sun Jun 28, 2009 10:44 am, edited 3 times in total.
Yeah, okay, just one question.
By loop do you mean: Loop
(Hey, you know on The Hive Workshop, there is a really cool thing about it. You can copy to text, your triggers and paste it in a [ trigger ] bla [ /trigger ] and it automatically makes the pictures and gaps etc...
I'm sure you could make such a thing, with your smart mind )
if(t==udg_Slide)or(t==udg_Slide2)or(t==udg_Slide4)then
call SetUnitX(u,x+udg_Speed*Cos(0.017453278*GetUnitFacing(u)))
call SetUnitY(u,y+udg_Speed*Sin(0.017453278*GetUnitFacing(u)))
//Delete this line for the cool Realistic Sliding Mode (Between START1 and END1)
//START1
call IssueImmediateOrder(u,"stop")
//END1
//Delete these two lines to remove terrainkill (Between START2 and END2)
//START2
elseif(t==udg_TerrainKill)and(GetUnitState(u,UNIT_STATE_LIFE)>0)then
call KillUnit(u)
//END2
endif
if(t==udg_Slide3)then
call SetUnitX(u,x+udg_Speed2*Cos(0.017453278*GetUnitFacing(u)))
call SetUnitY(u,y+udg_Speed2*Sin(0.017453278*GetUnitFacing(u)))
//Delete this line for the cool Realistic Sliding Mode (Between START1 and END1)
//START1
call IssueImmediateOrder(u,"stop")
//END1
//Delete these two lines to remove terrainkill (Between START2 and END2)
//START2
elseif(t==udg_TerrainKill)and(GetUnitState(u,UNIT_STATE_LIFE)>0)then
call KillUnit(u)
//END2
endif
Do I put that into the loop?
And is this the condition for if the units flying height is lower than 0? (GetUnitFlyHeight<0)
manstie wrote:So, where is the forgroup part? I feel so stupid
Instead of ForGroup, you use loop.
manstie wrote:Do I put that into the loop?
No. Rewrite is not like copy&paste.
manstie wrote:And is this the condition for if the units flying height is lower than 0? (GetUnitFlyHeight<0)
Yes. Syntax error.
manstie wrote:AND WHY IS THE EVENT AT THE BOTTOM OF THE JASS?
Convert any GUI trigger to JASS and you will see they all have their events at the bottom. This is how JASS was designed. I find it logical. First we provide the (function) that is to be executed upon (event), then we tell war3 that upon (event), execute (function). We can't link an (event) to a not-yet-existing (function).