Naruto Shippuuden Brawl v0.4

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lilmanbryan
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Naruto Shippuuden Brawl v0.4

Post by lilmanbryan »

Hey, I'm in the somewhat middle of creating a shippuuden game, and I was needing some help on this one spell.
Neji pokes the chakra holes real fast, its called Hakke Rokujuu Yonshou.
What im having trouble with is that at the beginning of the spell, I pause the Target Unit, and Make the Caster invulnerable, and at the end of the spell the Caster wont move...
It's like he's paused and won't even attack, but I can see all his moves and stats...
Here is the map below, and can anyone help?
Just test the map and choose neji as your hero, then learn Jyuuken Hou Hakke Rokujuu Yonshou.
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Bartimaeus
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Re: Naruto Shippuuden Brawl v0.4

Post by Bartimaeus »

Unpause casting unit..?
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JJ2197
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Re: Naruto Shippuuden Brawl v0.4

Post by JJ2197 »

He does set caster to Unpaused once the spell is done, but he is still paused...
The only way I was able to get him unpaused is for him to die...
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Re: Naruto Shippuuden Brawl v0.4

Post by lilmanbryan »

Hmm, so the spells A DUD?
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Re: Naruto Shippuuden Brawl v0.4

Post by Ozzapoo »

What do you mean a DUD?
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Re: Naruto Shippuuden Brawl v0.4

Post by lilmanbryan »

DUD as in Down Under Dead, or in other words, it won't work?
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weirdone2
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Re: Naruto Shippuuden Brawl v0.4

Post by weirdone2 »

Put the code for the spell in a spoiler here and i'll have a look at it for you if it's not working. o.0
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Re: Naruto Shippuuden Brawl v0.4

Post by JJ2197 »

Here is the coding...

Spoiler for The spell:
function Trig_HakkeRokujuuyonshou_Actions takes nothing returns nothing
set udg_caster = GetTriggerUnit()
set udg_target = GetSpellTargetUnit()
set udg_point1 = GetUnitLoc(GetTriggerUnit())
set udg_point2 = GetUnitLoc(GetSpellTargetUnit())
call SetUnitInvulnerable( udg_caster, true )
call PauseUnitBJ( true, udg_target )
call RotateCameraAroundLocBJ( 360.00, udg_point1, GetTriggerPlayer(), 3.00 )
call SetUnitAnimation( udg_caster, "spell four" )
call CreateNUnitsAtLocFacingLocBJ( 1, 'h00E', GetTriggerPlayer(), udg_point1, udg_point1 )
call SetUnitScalePercent( GetLastCreatedUnit(), 400.00, 400.00, 400.00 )
call PlaySoundOnUnitBJ( gg_snd_JyuukenhouHakkeRokujuuYonshou, 100, udg_caster )
call TriggerSleepAction( 4.00 )
call ResetToGameCameraForPlayer( GetTriggerPlayer(), 0 )
call RemoveUnit( GetLastCreatedUnit() )
call SetUnitTimeScalePercent( udg_caster, 200.00 )
call TriggerSleepAction( 0.50 )
call PlaySoundOnUnitBJ( gg_snd_64PoD, 100, udg_caster )
call EnableTrigger( gg_trg_HakkeRokujuuyonshouMANA )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.50 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.50 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.50 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.50 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.50 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.50 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.50 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 2" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 0.15 )
call SetUnitAnimation( udg_caster, "attack - 1" )
call TriggerSleepAction( 1.00 )
call SetUnitAnimation( udg_caster, "spell four" )
call DisableTrigger( gg_trg_HakkeRokujuuyonshouMANA )
call ResetUnitAnimation( udg_caster )
call PauseUnitBJ( false, udg_caster )
call SetUnitInvulnerable( udg_caster, false )
call PauseUnitBJ( false, udg_target )
endfunction
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Ozzapoo
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Re: Naruto Shippuuden Brawl v0.4

Post by Ozzapoo »

Wow wtf... That's long 0.o
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weirdone2
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Re: Naruto Shippuuden Brawl v0.4

Post by weirdone2 »

Well heres what I did though that code was missing the info for gg_trg_HakkeRokujuuyonshouMANA.
Spoiler:
function Trig_HakkeRokujuuyonshou_Actions takes nothing returns nothing
local unit caster=GetTriggerUnit()
local unit target=GetSpellTargetUnit()
local location point1=GetUnitLoc(caster)
local location point2=GetUnitLoc(target)
local integer iloop=0
local player gtp=GetTriggerPlayer()
call SetUnitInvulnerable(caster,true)
call PauseUnit(target,true)
call RotateCameraAroundLocBJ(360,point1,gtp,3)
call SetUnitAnimation(caster,"spell four")
call CreateNUnitsAtLocFacingLocBJ(1,'h00E',gtp,point1,point2)
call SetUnitScalePercent(bj_lastCreatedUnit,400,400,400)
call PlaySoundOnUnitBJ(gg_snd_JyuukenhouHakkeRokujuuYonshou,100,caster)
call TriggerSleepAction(4)
call ResetToGameCameraForPlayer(gtp,0)
call RemoveUnit(bj_lastCreatedUnit)
call SetUnitTimeScalePercent(caster,200)
call TriggerSleepAction(.50)
call PlaySoundOnUnitBJ(gg_snd_64PoD,100,caster)
call EnableTrigger(gg_trg_HakkeRokujuuyonshouMANA)
call SetUnitAnimation(caster,"attack - 2")
call TriggerSleepAction(.50)
call SetUnitAnimation(caster,"attack - 1")
call TriggerSleepAction(.50)
call SetUnitAnimation(caster,"attack - 1")
call TriggerSleepAction(.50)
call SetUnitAnimation(caster,"attack - 2")
call TriggerSleepAction(.50)
loop
exitwhen iloop>18
call SetUnitAnimation(caster,"attack - 1")
call TriggerSleepAction(.15)
call SetUnitAnimation(caster,"attack - 1")
call TriggerSleepAction(.15)
call SetUnitAnimation(caster,"attack - 2")
call TriggerSleepAction(.15)
set iloop=iloop+1
endloop
call TriggerSleepAction( 1.00 )
call SetUnitAnimation(caster,"spell four")
call DisableTrigger(gg_trg_HakkeRokujuuyonshouMANA)
call SetUnitAnimation(caster,"stand")
call SetUnitInvulnerable(caster,false)
call PauseUnit(target,false)
call PauseUnit(caster,false)
set caster=null
set target=null
set gtp=null
call RemoveLocation(point1)
call RemoveLocation(point2)
set point1=null
set point2=null
endfunction