New Custom Abilities Warcraft III

General talk about editing, cheating, and deprotecting maps.

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Rich Kane
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Joined: May 27th, 2008, 9:08 pm

Re: New Custom Abilities Warcraft III

Post by Rich Kane »

best i could say would be '...' omni slash is executed using triggers, its based on any target ability that has no ill effects. you said yourself that you couldn't open the map and you couldn't see the spells/triggers so i don't see how u came to the conclusion that he has made a brand new base spell.
and a link to a very big website is not the most useful.
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Bartimaeus
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Re: New Custom Abilities Warcraft III

Post by Bartimaeus »

DemiGod, it's made using triggers, end of story. It's impossible to create a new base spell without corrupting the map for Warcraft 3, as well as you would have to edit the editor itself, and then somehow make it compatible with everyone elses' Warcraft 3, which, the only way you could do that is to release a patch for it.

Which would make going on B.Net impossible.

It's NOT a new base spell. A new base spell is impossible, like I said above. It's made using triggers.
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DarkGod
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Re: New Custom Abilities Warcraft III

Post by DarkGod »

OK. I understand, but can anybody please give me these triggers?
With them i think i can do many things for my map ...


Thanks For All Your Help Now I Just
Want The Triggers.
GOOD JOB BY ALL !!!!
:)
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Ozzapoo
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Re: New Custom Abilities Warcraft III

Post by Ozzapoo »

DarkGod wrote:OK. I understand, but can anybody please give me these triggers?
With them i think i can do many things for my map ...


Thanks For All Your Help Now I Just
Want The Triggers.
GOOD JOB BY ALL !!!!
:)
Erm..no we cant.
1) They will be in jass
2) It's too hard trying to find them out of all the optimized code.
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GeorgeMots
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Re: New Custom Abilities Warcraft III

Post by GeorgeMots »

Ozzapoo wrote: 1) They will be in jass
2) It's too hard trying to find them out of all the optimized code.
A google search could help - not exactly what you wanted but a small tut on how to build it

http://world-editor-tutorials.thehelper ... view=38947
http://slowbro.org/
`·.,¸,.·*¯`·.,¸,.·*¯[;::;(。◕‿‿­­​­­­­­◕。)
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Spoiler:
(03:36:55) xkiska: im too much of a dumbass to understand this
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Ozzapoo
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Re: New Custom Abilities Warcraft III

Post by Ozzapoo »

o.o That's one sweet ability xD
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Rich Kane
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Re: New Custom Abilities Warcraft III

Post by Rich Kane »

thats not quite onmi slash but ye,
ive always been wondering this, omni slash its self deals the damage of the unit activating it. i have no idea how to do this with triggers short of actualy making the unit attack each teleport maybe disabling selection and pausing it after every hit. but is there a trigger that deals damage = real unit damage
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Syre
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Re: New Custom Abilities Warcraft III

Post by Syre »

If you can make anything out of Jass, or have someone else figure it all out, heres the spell for it. I found it from a dota spellpack called Random DotA Spells from emjlr3 at the hiveworkshop. I havent tested it myself, but the reviews for it seemed good.. Sorry i cant help with anything else..all i know is beginner level GUI. Goodluck.
Spoiler:

Code: Select all

function Trig_Omnislash_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A005'        
endfunction

function Unit_Group takes nothing returns boolean
    return GetBooleanAnd( IsUnitAliveBJ(GetFilterUnit()) == true, IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) == true )
endfunction

function Trig_Omnislash_Actions takes nothing returns nothing
    local unit Caster = GetTriggerUnit()
    local integer i = 0
    local group UnitGroup
    local unit TargetRandom
    local unit Target = GetSpellTargetUnit()
    local effect Phoenix    
    local location R
    local real Damage = 100
    local integer Amount = 1 + ( GetUnitAbilityLevelSwapped('A005', Caster) * 2 )
    call TriggerSleepAction( 0.20 )
    call SelectUnitRemove( Caster )
    call SetUnitVertexColor( Caster, 150, 150, 150, 150 )
    call SetUnitInvulnerable( Caster, true )    
    set Phoenix = AddSpecialEffectTarget("Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl",Caster,"weapon" )
    call DestroyEffect(AddSpecialEffectTarget( "Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl", Caster, "chest" ))
    call SetUnitPositionLocFacingBJ( Caster, PolarProjectionBJ(GetUnitLoc(Target), 50.00, GetRandomDirectionDeg()), AngleBetweenPoints(GetUnitLoc(Caster), GetUnitLoc(Target)) )
    call UnitDamageTarget( Caster, Target, Damage, false, true, ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_AXE_MEDIUM_CHOP )
    call SetUnitAnimation( Caster, "attack" )
    call TriggerSleepAction( 0.25 )
    call SelectUnitRemove( Caster )    
    loop
        set i = i + 1        
        exitwhen i > Amount 
            set UnitGroup = GetUnitsInRangeOfLocMatching(600.00, GetUnitLoc(Caster), Condition(function Unit_Group))
            if ( IsUnitGroupEmptyBJ(UnitGroup) == false ) then
                set TargetRandom = GroupPickRandomUnit(UnitGroup)
                set R = GetUnitLoc(TargetRandom)
                call DestroyEffect(AddSpecialEffectTarget( "Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl", Caster, "chest" ))
                call SetUnitPositionLocFacingBJ( Caster, PolarProjectionBJ(R, 50.00, GetRandomDirectionDeg()), AngleBetweenPoints(GetUnitLoc(Caster), GetUnitLoc(TargetRandom)) )
                call UnitDamageTarget( Caster, TargetRandom, Damage, false, true, ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_AXE_MEDIUM_CHOP )
                call SetUnitAnimation( Caster, "attack" )
                call RemoveLocation ( R )
                call TriggerSleepAction( 0.25 )
                call SelectUnitRemove( Caster )                
            else
            endif 
            call DestroyGroup(UnitGroup)           
        endloop    
    call SelectUnitForPlayerSingle( Caster, GetTriggerPlayer() )
    call SetUnitInvulnerable( Caster, false )
    call SetUnitVertexColor( Caster, 255, 255, 255, 255 )
    call DestroyEffect( Phoenix )  
    set Phoenix = null    
    set Caster = null     
    set UnitGroup = null
    set TargetRandom = null
    set Target = null    
    set Amount = 0
    set R = null
    set Damage = 0
endfunction

//===========================================================================
function InitTrig_Omnislash takes nothing returns nothing
    set gg_trg_Omnislash = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Omnislash, EVENT_PLAYER_UNIT_SPELL_CAST )
    call TriggerAddCondition( gg_trg_Omnislash, Condition( function Trig_Omnislash_Conditions ) )
    call TriggerAddAction( gg_trg_Omnislash, function Trig_Omnislash_Actions )
endfunction
Ps. Im new here, so i dont know if its exactly wrong or not, but i did run over the rules quickly. I gave the author of the trigger the proper credit without acually linking to the site..hopefully everythings alright.
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