Chaosphere & Chronosphere Trigger ?
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Chaosphere & Chronosphere Trigger ?
can you tell me this two trigger?
(from Vampirism Ultra)
(from Vampirism Ultra)
filipapeter- Banned
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Re: Chaosphere & Chronosphere Trigger ?
Do you understand JASS? I have it in JASS at the moment, i can show you the GUI version of it if you'd like.
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Re: Chaosphere & Chronosphere Trigger ?
I dont understand JASS
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Re: Chaosphere & Chronosphere Trigger ?
If we're already at it talking about code and what not, Complex, could you please post the code on how to let the slots be closed for the ref/obs, in the .cfg? That'd be great
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Re: Chaosphere & Chronosphere Trigger ?
This is as basic as you're going to get in means of GUI and Jass. Also, make sure to add spacing, if u cnp, but i'd suggest use it as a guideline to suit your needs.
Chaosphere (Uses a dummy unit to cause damage
function ReleaseConditions takes nothing returns boolean
return UnitHasItemOfTypeBJ(GetAttacker(), 'I00I') == true
endfunction
function RCD takes nothing returns nothing
local unit e
local unit u
local player p = GetOwningPlayer(GetAttacker())
local integer i = GetPlayerId(p) 1
local location l = GetUnitLoc(GetAttacker())
local real x = GetLocationX(l)
local real y = GetLocationY(l)
set u = CreateUnit(p,'h01K',x,y,0.0)
call IssueImmediateOrder( u, "stomp" )
call UnitApplyTimedLife(u,'Bhwd',3.0)
set e = CreateUnit(p,'h05V',x,y,0.0)
call UnitApplyTimedLife(e,'Bhwd',3.0)
call RemoveLocation(l)
set l = null
set u = null
set e = null
endfunction
Chronosphere #1 (Also uses a dummy untit to cause the Chrono Effect)
function ChronosphereConditions takes nothing returns boolean
return GetSpellAbilityId() == 'A000'
endfunction
function ChronosphereActions takes nothing returns nothing
local unit u
local player p = GetOwningPlayer(GetSpellAbilityUnit())
local real x = GetLocationX(GetSpellTargetLoc())
local real y = GetLocationY(GetSpellTargetLoc())
set udg_ChronosphereCaster = GetSpellAbilityUnit()
set u = CreateUnit(p,'h00K',x,y,0.0)
call UnitApplyTimedLife(u, 'BTLF', 8.00)
call GroupAddUnit(udg_ChronosphereGroup[0], u)
call EnableTrigger( gg_trg_ChronosphereLoop )
set u = null
endfunction
Chronosphere #2
function MatchingCondition takes nothing returns boolean
return GetFilterUnit() != udg_ChronosphereCaster and IsUnitType(GetFilterUnit(), UNIT_TYPE_MELEE_ATTACKER) != true
endfunction
function Group2Actions takes nothing returns nothing
call PauseUnit(GetEnumUnit(), true)
call SetUnitTimeScalePercent( GetEnumUnit(), 0.00 )
endfunction
function GroupActions takes nothing returns nothing
local location l = GetUnitLoc(GetEnumUnit())
set udg_ChronosphereGroup[1] = GetUnitsInRangeOfLocMatching(400.00,l,Condition(function MatchingCondition))
call ForGroup(udg_ChronosphereGroup[1], function Group2Actions)
call RemoveLocation(l)
set l = null
endfunction
function ChronosphereLoopActions takes nothing returns nothing
call ForGroup(udg_ChronosphereGroup[0], function GroupActions)
endfunction
Chronosphere #3
function ChronosphereResumeConditions takes nothing returns boolean
return GetUnitTypeId(GetDyingUnit()) == 'h00K'
endfunction
function GroupResMatching takes nothing returns boolean
return GetFilterUnit() != udg_ChronosphereCaster and IsUnitType(GetFilterUnit(), UNIT_TYPE_MELEE_ATTACKER) != true
endfunction
function GroupResActions takes nothing returns nothing
call PauseUnitBJ( false, GetEnumUnit() )
call SetUnitTimeScalePercent( GetEnumUnit(), 100.00 )
endfunction
function ChronosphereResumeActions takes nothing returns nothing
local location l = GetUnitLoc(GetDyingUnit())
call RemoveUnit( GetDyingUnit() )
set udg_ChronosphereGroup[2] = GetUnitsInRangeOfLocMatching(400.00, l, Condition(function GroupResMatching))
call ForGroupBJ( udg_ChronosphereGroup[2], function GroupResActions )
call RemoveLocation(l)
set l = null
endfunction
function ReleaseConditions takes nothing returns boolean
return UnitHasItemOfTypeBJ(GetAttacker(), 'I00I') == true
endfunction
function RCD takes nothing returns nothing
local unit e
local unit u
local player p = GetOwningPlayer(GetAttacker())
local integer i = GetPlayerId(p) 1
local location l = GetUnitLoc(GetAttacker())
local real x = GetLocationX(l)
local real y = GetLocationY(l)
set u = CreateUnit(p,'h01K',x,y,0.0)
call IssueImmediateOrder( u, "stomp" )
call UnitApplyTimedLife(u,'Bhwd',3.0)
set e = CreateUnit(p,'h05V',x,y,0.0)
call UnitApplyTimedLife(e,'Bhwd',3.0)
call RemoveLocation(l)
set l = null
set u = null
set e = null
endfunction
Chronosphere #1 (Also uses a dummy untit to cause the Chrono Effect)
function ChronosphereConditions takes nothing returns boolean
return GetSpellAbilityId() == 'A000'
endfunction
function ChronosphereActions takes nothing returns nothing
local unit u
local player p = GetOwningPlayer(GetSpellAbilityUnit())
local real x = GetLocationX(GetSpellTargetLoc())
local real y = GetLocationY(GetSpellTargetLoc())
set udg_ChronosphereCaster = GetSpellAbilityUnit()
set u = CreateUnit(p,'h00K',x,y,0.0)
call UnitApplyTimedLife(u, 'BTLF', 8.00)
call GroupAddUnit(udg_ChronosphereGroup[0], u)
call EnableTrigger( gg_trg_ChronosphereLoop )
set u = null
endfunction
Chronosphere #2
function MatchingCondition takes nothing returns boolean
return GetFilterUnit() != udg_ChronosphereCaster and IsUnitType(GetFilterUnit(), UNIT_TYPE_MELEE_ATTACKER) != true
endfunction
function Group2Actions takes nothing returns nothing
call PauseUnit(GetEnumUnit(), true)
call SetUnitTimeScalePercent( GetEnumUnit(), 0.00 )
endfunction
function GroupActions takes nothing returns nothing
local location l = GetUnitLoc(GetEnumUnit())
set udg_ChronosphereGroup[1] = GetUnitsInRangeOfLocMatching(400.00,l,Condition(function MatchingCondition))
call ForGroup(udg_ChronosphereGroup[1], function Group2Actions)
call RemoveLocation(l)
set l = null
endfunction
function ChronosphereLoopActions takes nothing returns nothing
call ForGroup(udg_ChronosphereGroup[0], function GroupActions)
endfunction
Chronosphere #3
function ChronosphereResumeConditions takes nothing returns boolean
return GetUnitTypeId(GetDyingUnit()) == 'h00K'
endfunction
function GroupResMatching takes nothing returns boolean
return GetFilterUnit() != udg_ChronosphereCaster and IsUnitType(GetFilterUnit(), UNIT_TYPE_MELEE_ATTACKER) != true
endfunction
function GroupResActions takes nothing returns nothing
call PauseUnitBJ( false, GetEnumUnit() )
call SetUnitTimeScalePercent( GetEnumUnit(), 100.00 )
endfunction
function ChronosphereResumeActions takes nothing returns nothing
local location l = GetUnitLoc(GetDyingUnit())
call RemoveUnit( GetDyingUnit() )
set udg_ChronosphereGroup[2] = GetUnitsInRangeOfLocMatching(400.00, l, Condition(function GroupResMatching))
call ForGroupBJ( udg_ChronosphereGroup[2], function GroupResActions )
call RemoveLocation(l)
set l = null
endfunction
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Re: Chaosphere & Chronosphere Trigger ?
OMG! Make the GUI trigger please.
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Re: Chaosphere & Chronosphere Trigger ?
<3filipapeter wrote:OMG! Make the GUI trigger please.
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Re: Chaosphere & Chronosphere Trigger ?
Please make a GUI trigger.
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Re: Chaosphere & Chronosphere Trigger ?
Its really simple to make. I cannot post my version of the Chaosphere/Chronosphere simply because you wont understand what is done its a bit more complicated then what it really needs to be because i need it to suit my needs but as for you it just is a simple effect. Lets assume you want it just like ultra.
(Note: this is typed out and wont be the exact path of the GUI trigger)
Chaosphere
Event
When a unit is attacked
Condition
Attacking Unit is equal to Vampire
Action
Create 1 "xxxx" for player x at x facing x
Set Unit = LastCreatedUnited
Order Unit to stomp
You may kill or apply a lifetime on "Unit" and you're done.
You will use 1 unit variable and you will need to make a dummy caster with the ability stomp and you're done.
Ok, for Chronosphere the most simple way i can think of for you to do this is make a trigger that spawns a unit in the map, again place this unit under a variable and use the GUI trigger (Get units within range x of Unit) and set those units within range to a group. then freeze units in that group for x amount of seconds and then unfreeze that group.
(Note: this is typed out and wont be the exact path of the GUI trigger)
Chaosphere
Event
When a unit is attacked
Condition
Attacking Unit is equal to Vampire
Action
Create 1 "xxxx" for player x at x facing x
Set Unit = LastCreatedUnited
Order Unit to stomp
You may kill or apply a lifetime on "Unit" and you're done.
You will use 1 unit variable and you will need to make a dummy caster with the ability stomp and you're done.
Ok, for Chronosphere the most simple way i can think of for you to do this is make a trigger that spawns a unit in the map, again place this unit under a variable and use the GUI trigger (Get units within range x of Unit) and set those units within range to a group. then freeze units in that group for x amount of seconds and then unfreeze that group.
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Re: Chaosphere & Chronosphere Trigger ?
Can you tell me the models of older Chaosphere (it looks like big bad voodo).
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Re: Chaosphere & Chronosphere Trigger ?
In newer versions it has changed but yes, that was the old model. although it was edited purple.
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Re: Chaosphere & Chronosphere Trigger ?
Can you make for me map with Chaosphere (trigger item and vamp).
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Re: Chaosphere & Chronosphere Trigger ?
how i can make jass trigger?
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