rotating weapons
Moderator: Cheaters
-
- Newcomer
- Posts: 7
- Joined: December 8th, 2007, 4:13 am
rotating weapons
Can any1 tell me if there is any GUI trigger that makes an object appear around a hero and make the object rotate, dealing damage to any enemy unit that is in the way of the rotation?
-
- Old Wrinkly Member
- Posts: 271
- Joined: January 12th, 2008, 4:42 am
- Title: Re-R-Re-Re-Remix
- Location: Canada EH?
Re: rotating weapons
Using some math it is possible to get object like that to rotate. Best used with locust ability, so the rotating unit is not able to be targeted.
Contact me on WC3 Killing_Spree22, I'm at US west!
To avoid being a noob read this: http://forum.wc3edit.net/everything-els ... t4579.html
This is the official site for team UKS, it's also my home page - http://www.TeamUks.tk
I AM DEAD, I WILL NO LONGER BE POSING HERE. BEEN FUN WITH YOU ALL.
To avoid being a noob read this: http://forum.wc3edit.net/everything-els ... t4579.html
This is the official site for team UKS, it's also my home page - http://www.TeamUks.tk
I AM DEAD, I WILL NO LONGER BE POSING HERE. BEEN FUN WITH YOU ALL.
-
- Forum Staff
- Posts: 829
- Joined: January 28th, 2007, 8:10 pm
- Title: JASS Programmer
- Location: Canada
Re: rotating weapons
Yes, you can create a GUI trigger(s) that will do that.
Trigger 1:
Unit starts effect of spell
Spell = some spell
Action - Create an object at the position of casting unit
Store the units in variables
Turn on Trigger 2
Trigger 2:
Event - every 0.03 seconds
Actions - Use trigonometry to move the unit around the caster
Pick all units around the object and damage units around it.
Trigger 1:
Unit starts effect of spell
Spell = some spell
Action - Create an object at the position of casting unit
Store the units in variables
Turn on Trigger 2
Trigger 2:
Event - every 0.03 seconds
Actions - Use trigonometry to move the unit around the caster
Pick all units around the object and damage units around it.
-
- Junior Member
- Posts: 29
- Joined: October 19th, 2007, 1:41 am
-
- The Flying Cow!
- Posts: 2196
- Joined: November 2nd, 2007, 10:34 pm
- Location: Melbourne
Re: rotating weapons
I don't think there's a 'Trigonometry' function in GUI....X-Angel wrote:where is the trigonometry function in GUI?
Visit Ozzapoo.net, my blog and the home of AutoCP and Cheatpack Detector!
AutoCP3 now available for free!
AutoCP3 now available for free!
-
- Forum Staff
- Posts: 926
- Joined: June 3rd, 2007, 8:03 pm
Re: rotating weapons
What he means is use some maths which specifically is trig to do all the fancy moving. >.>X-Angel wrote:where is the trigonometry function in GUI?
-
- Forum Staff
- Posts: 829
- Joined: January 28th, 2007, 8:10 pm
- Title: JASS Programmer
- Location: Canada
Re: rotating weapons
Well, since you're working on an x/y grid, Cos and Sin will do.
But for GUI, "Point with Offset" is your best bet....too bad it leaks locations.
But for GUI, "Point with Offset" is your best bet....too bad it leaks locations.
-
- The Flying Cow!
- Posts: 2196
- Joined: November 2nd, 2007, 10:34 pm
- Location: Melbourne
Re: rotating weapons
Omg what does 'leak locations' mean!!!!!! -_-Aero wrote:Well, since you're working on an x/y grid, Cos and Sin will do.
But for GUI, "Point with Offset" is your best bet....too bad it leaks locations.
Visit Ozzapoo.net, my blog and the home of AutoCP and Cheatpack Detector!
AutoCP3 now available for free!
AutoCP3 now available for free!
-
- Forum Drunk
- Posts: 2899
- Joined: January 17th, 2007, 4:22 pm
- Has thanked: 1 time
- Been thanked: 1 time
Re: rotating weapons
It means that it doesn't destroys old locations... they'll fill up your ram and make the game lag sooner or later.
Don't pm me with Warcraft questions, this is a forum so just make a post!
In the world of thinking we are all immigrants. -Robert Nozick
-
- Member
- Posts: 77
- Joined: May 27th, 2008, 9:08 pm
Re: rotating weapons
if this is activated as a spell you could simply use the origional locust spell remove the unit's attack so it randomly moves and add an immolation effect. but you would need to activate this with a spell.
unless u wanted to activate it however, when he spawns or somthing then create another unit that casts locus and just follows the main unit around all the time.
think that would be the easiest way with a locust that casts locust and creates a locust with immolate
unless u wanted to activate it however, when he spawns or somthing then create another unit that casts locus and just follows the main unit around all the time.
think that would be the easiest way with a locust that casts locust and creates a locust with immolate