Topic hỏi đáp về cách làm map | version 12

Thảo luận trong 'World Editor' bắt đầu bởi Tom_Kazansky, 20/10/11.

Trạng thái chủ đề:
Không mở trả lời sau này.
  1. cauxevd

    cauxevd Mr & Ms Pac-Man

    Tham gia ngày:
    22/1/10
    Bài viết:
    176
    Tui biết thừa ... nhưng mà ko đc kể cả đã test với skill phi búa như bác này nói ...
     
  2. Evil_Hunter

    Evil_Hunter Mario & Luigi

    Tham gia ngày:
    18/9/11
    Bài viết:
    786
    Nơi ở:
    Evil Forest
    Cậu send map lên đây thử đi :|
    .........................
     
  3. cauxevd

    cauxevd Mr & Ms Pac-Man

    Tham gia ngày:
    22/1/10
    Bài viết:
    176
    Thế chỉ nhờ các bác làm hộ cái skill đơn giản cực kì thế này ...
    Ném búa vào [a] ... Tạo [1 footman] ở vị trí của [a] ... sau 1s move hero ném búa ra vị trí của [a]
     
  4. leviettuan123123

    leviettuan123123 Youtube Master Race

    Tham gia ngày:
    9/3/11
    Bài viết:
    79
    Nơi ở:
    Hòn Đảo Hoan
    bạn chỉ rõ ra được không , mình tìm mà không thấy

    ---------- Post added at 12:16 ---------- Previous post was at 12:12 ----------

    bạn không bik làm ak
    Đây trigger đây bạn

    Mã:
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Storm Bolt
    Actions
        Set Caster = (Triggering unit)
        Set Target = (Target unit of ability being cast)
        Set Point[1] = (Position of Target)
        Wait 5.00 seconds
        Unit - Move Caster instantly to Point[1]
        Custom script:   call RemoveLocation (udg_Point[1])
     
  5. Evil_Hunter

    Evil_Hunter Mario & Luigi

    Tham gia ngày:
    18/9/11
    Bài viết:
    786
    Nơi ở:
    Evil Forest
    Mã:
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Snow Ball
    Actions
        Set Caster = (Triggering unit)
        Set [B][COLOR="#FF0000"]Point[4] = (Position of Caster)[/COLOR][/B]
        Unit - Pause Caster
        Unit - Make Caster Invulnerable
        Unit - Turn collision for Caster Off
        Unit - Create 1 Footman for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
        Set Dummy[2] = (Last created unit)
        Unit - Add a 6.00 second Generic expiration timer to Dummy[2]
        Trigger - Turn on SnowBall Move <gen>
        Wait 6.00 seconds
        Trigger - Turn off SnowBall Move <gen>
        Custom script:   call RemoveLocation (udg_Point[4])
        Unit - Unpause Caster
        Unit - Make Caster Vulnerable
        Unit - Turn collision for Caster On
        Set Point[4] = (Position of Caster)
        Unit - Create 1 Ice for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
        Set Dummy[3] = (Last created unit)
        Unit - Add a 3.00 second Generic expiration timer to Dummy[3]
        Unit - Order Dummy[3] to Human Mountain King - Thunder Clap
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Snow Ball  for Caster) Equal to 1
            Then - Actions
                Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
                Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
                Special Effect - Create a special effect at Point[4] using IceNova.mdx
                Set SE[3] = (Last created special effect)
                Unit Group - Pick every unit in Group[3] and do (Actions)
                    Loop - Actions
                        Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
                Special Effect - Destroy SE[3]
                Set Real[2] = 0.00
                Custom script:   call DestroyGroup (udg_Group[3])
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Level of Snow Ball  for Caster) Equal to 2
                    Then - Actions
                        Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
                        Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
                        Special Effect - Create a special effect at Point[4] using IceNova.mdx
                        Set SE[3] = (Last created special effect)
                        Unit Group - Pick every unit in Group[3] and do (Actions)
                            Loop - Actions
                                Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
                        Special Effect - Destroy SE[3]
                        Set Real[2] = 0.00
                        Custom script:   call DestroyGroup (udg_Group[3])
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Level of Snow Ball  for Caster) Equal to 3
                            Then - Actions
                                Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
                                Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
                                Special Effect - Create a special effect at Point[4] using IceNova.mdx
                                Set SE[3] = (Last created special effect)
                                Unit Group - Pick every unit in Group[3] and do (Actions)
                                    Loop - Actions
                                        Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
                                Special Effect - Destroy SE[3]
                                Set Real[2] = 0.00
                                Custom script:   call DestroyGroup (udg_Group[3])
                            Else - Actions
    Ơ nhầm :|
    Dùng soft nó thế :-"
     
    Chỉnh sửa cuối: 11/1/12
  6. leviettuan123123

    leviettuan123123 Youtube Master Race

    Tham gia ngày:
    9/3/11
    Bài viết:
    79
    Nơi ở:
    Hòn Đảo Hoan
    nhìn lại đê , remove xong Set lại rồi mà
     
  7. Evil_Hunter

    Evil_Hunter Mario & Luigi

    Tham gia ngày:
    18/9/11
    Bài viết:
    786
    Nơi ở:
    Evil Forest
    Mã:
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Snow Ball
    Actions
        Set Caster = (Triggering unit)
        Set [B][COLOR="#FF0000"]Point[4] = (Position of Caster)[/COLOR][/B]
        Unit - Pause Caster
        Unit - Make Caster Invulnerable
        Unit - Turn collision for Caster Off
        Unit - Create 1 Footman for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
        Set Dummy[2] = (Last created unit)
        Unit - Add a 6.00 second Generic expiration timer to Dummy[2]
        Trigger - Turn on SnowBall Move <gen>
        Wait 6.00 seconds
        Trigger - Turn off SnowBall Move <gen>
        Custom script:   call RemoveLocation (udg_Point[4])
        Unit - Unpause Caster
        Unit - Make Caster Vulnerable
        Unit - Turn collision for Caster On
        Set Point[4] = (Position of Caster)
        Unit - Create 1 Ice for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
        Set Dummy[3] = (Last created unit)
        Unit - Add a 3.00 second Generic expiration timer to Dummy[3]
        Unit - Order Dummy[3] to Human Mountain King - Thunder Clap
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Snow Ball  for Caster) Equal to 1
            Then - Actions
                Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
                Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
                Special Effect - Create a special effect at Point[4] using IceNova.mdx
                Set SE[3] = (Last created special effect)
                Unit Group - Pick every unit in Group[3] and do (Actions)
                    Loop - Actions
                        Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
                Special Effect - Destroy SE[3]
                Set Real[2] = 0.00
                Custom script:   call DestroyGroup (udg_Group[3])
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Level of Snow Ball  for Caster) Equal to 2
                    Then - Actions
                        Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
                        Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
                        Special Effect - Create a special effect at Point[4] using IceNova.mdx
                        Set SE[3] = (Last created special effect)
                        Unit Group - Pick every unit in Group[3] and do (Actions)
                            Loop - Actions
                                Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
                        Special Effect - Destroy SE[3]
                        Set Real[2] = 0.00
                        Custom script:   call DestroyGroup (udg_Group[3])
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Level of Snow Ball  for Caster) Equal to 3
                            Then - Actions
                                Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
                                Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
                                Special Effect - Create a special effect at Point[4] using IceNova.mdx
                                Set SE[3] = (Last created special effect)
                                Unit Group - Pick every unit in Group[3] and do (Actions)
                                    Loop - Actions
                                        Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
                                Special Effect - Destroy SE[3]
                                Set Real[2] = 0.00
                                Custom script:   call DestroyGroup (udg_Group[3])
                            Else - Actions
    Ơ nhầm :|
    Dùng soft nó thế :-"
    Xem bài của lonely wolf đi cậu :|


    Mã:
    Untitled Trigger 001
        Events
            Unit - A unit Starts the effect of an ability
        Conditions
            (Ability being cast) Equal to Storm Bolt
        Actions
            Set Caster = (Casting unit)
            Set Target = (Target unit of ability being cast)
            Set Point = (Position of Target)
            Unit - Create 1 Peasant for (Owner of Caster) at Point facing Default building facing degrees
            Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
            Wait 1.00 seconds
            Unit - Move Caster instantly to Point
            Custom script:   call RemoveLocation(udg_Point)
    Đây nè :|
    Chưa hiểu rõ từ move của cậu, từ từ hay lập tức :|
     
  8. leviettuan123123

    leviettuan123123 Youtube Master Race

    Tham gia ngày:
    9/3/11
    Bài viết:
    79
    Nơi ở:
    Hòn Đảo Hoan
    quên , 1s chứ không phải 5s

    mà bài của lonely woft thì sao
     
  9. cauxevd

    cauxevd Mr & Ms Pac-Man

    Tham gia ngày:
    22/1/10
    Bài viết:
    176
    dòng
    Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
    có tác dụng gì ? Mà bác test chưa thế ?

    ---------- Post added at 12:38 ---------- Previous post was at 12:34 ----------

    __ UI ko đc oy @ Đề nghị và cầu xin bác làm cho cái map demo 1 skill đấy ... PLEASE
     
  10. leviettuan123123

    leviettuan123123 Youtube Master Race

    Tham gia ngày:
    9/3/11
    Bài viết:
    79
    Nơi ở:
    Hòn Đảo Hoan
    >.< bạn là newbie hay sao thế , Unit - Add a 2.00 second Generic expiration timer to (Last created unit) là dùng để chỉnh thời gian tồn tại của nó chỉ trong 2 giây đó bạn , mà không test được là do một vài lý do sau:
    1.Có 2 skill Storm Bolt lận đó , hero của bạn skill Storm Bolt khác skill Storm Bolt trong Trigger
    2.Là do trigger bạn làm bị lỗi.

    Tôi sẽ cho bạn xem cái map demo nhưng đợi tí up len Mediafire đã :D

    ---------- Post added at 13:09 ---------- Previous post was at 12:57 ----------

    đây link đây http://www.mediafire.com/?rzm92uiy18dbrtd

    ---------- Post added at 13:40 ---------- Previous post was at 13:09 ----------

    Mọi người ơi , cho hỏi cách làm spell sau , khi ta cast vào unit nào đó thì sẽ bay đến đó và xoay thành vòng tròn và gây damage xung quanh mục tiêu đó , nếu ai đánh Divide and Fight thì spell trên chính là ulti của con Hoa Mộc Lan, xin mọi người giúp đỡ
     
  11. taolahien00

    taolahien00 Mr & Ms Pac-Man

    Tham gia ngày:
    6/11/08
    Bài viết:
    108
    Nơi ở:
    Q.Bình Tân TP.
    đây nó nằm trong bộ skill của con Blademaster ý
     
  12. dh-g

    dh-g Fire in the hole!

    Tham gia ngày:
    29/8/09
    Bài viết:
    2,654
    Nơi ở:
    Q1 TP.HCM
    skill đó là Slash Strike hơi giống thôi mà nó chỉ bay theo hình cung không phải theo hình tròn và còn Instant nữa :|
     
  13. leviettuan123123

    leviettuan123123 Youtube Master Race

    Tham gia ngày:
    9/3/11
    Bài viết:
    79
    Nơi ở:
    Hòn Đảo Hoan
    vậy anh cho em xin cái trigger hoặc map demo đi
     
  14. dh-g

    dh-g Fire in the hole!

    Tham gia ngày:
    29/8/09
    Bài viết:
    2,654
    Nơi ở:
    Q1 TP.HCM
    @leviettuan123123:

    sorry, không có demo chỉ có trigger thôi :|
    Dao Hoa
    Events
    Mã:
            Unit - A unit Starts the effect of an ability
        Conditions
            (Ability being cast) Equal to Dao Hoa 
        Actions
            Set PointArray[149] = (Position of (Triggering unit))
            Set Unt_DaoHoa = (Triggering unit)
            Set Loc_DaoHoa1 = (PointArray[149] offset by 200.00 towards (Facing of (Triggering unit)) degrees)
            Set Tik_DaoHoa = 48
            Unit - Turn collision for Unt_PhiAnh Off
            Trigger - Turn on Dao Hoa Slide <gen>
            Wait 0.96 seconds
            Unit - Turn collision for Unt_PhiAnh On
            Unit - Create 1 CasterDummy for (Owner of Unt_DaoHoa) at Loc_DaoHoa1 facing Default building facing degrees
            Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
            Unit - Add Dao Hoa  to (Last created unit)
            Unit - Set level of Dao Hoa  for (Last created unit) to (Level of Dao Hoa  for Unt_DaoHoa)
            Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
            Special Effect - Create a special effect at Loc_DaoHoa1 using Earthshock.mdx
            Special Effect - Destroy (Last created special effect)
            Custom script:   call RemoveLocation(udg_Loc_DaoHoa1)
            Custom script:   call RemoveLocation (udg_PointArray[149])
    
    Mã:
    Dao Hoa Slide
        Events
            Time - Every 0.02 seconds of game time
        Conditions
        Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    Tik_DaoHoa Less than or equal to 0
                Then - Actions
                    Trigger - Turn off (This trigger)
                    Skip remaining actions
                Else - Actions
                    Set Tik_DaoHoa = (Tik_DaoHoa - 1)
                    Set Deg_DaoHoa = (((Facing of Unt_DaoHoa) + 180.00) + ((Real(Tik_DaoHoa)) x 7.50))
                    Set Loc_DaoHoa2 = (Loc_DaoHoa1 offset by 200.00 towards Deg_DaoHoa degrees)
                    Unit - Move Unt_DaoHoa instantly to Loc_DaoHoa2, facing (Deg_DaoHoa - 90.00) degrees
                    Animation - Play Unt_DaoHoa's attack animation
                    Set UnitGroupArray[336] = (Units in (Region centered at Loc_DaoHoa2 with size (220.00, 220.00)) matching (((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and (((Matching unit) is dead) Equal to False))) and (((Matching unit) bel
                    Unit Group - Pick every unit in UnitGroupArray[336] and do (Actions)
                        Loop - Actions
                            Unit - Cause Unt_DaoHoa to damage (Picked unit), dealing ((20.00 x (Real((Level of Dao Hoa  for Unt_DaoHoa)))) + ((Real((Intelligence of Unt_DaoHoa (Include bonuses)))) x 0.90)) damage of attack type Hero and damage type Universal
                            Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
                            Special Effect - Destroy (Last created special effect)
                    Unit - Create 1 DummyIllusion for (Owner of Unt_DaoHoa) at Loc_DaoHoa2 facing Deg_DaoHoa degrees
                    Unit - Add a 0.75 second Generic expiration timer to (Last created unit)
                    Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 75.00% transparency
                    Animation - Play (Last created unit)'s attack animation
                    Custom script:   call RemoveLocation(udg_Loc_DaoHoa2)
                    Custom script:   call DestroyGroup (udg_UnitGroupArray[336])
    
     
  15. leviettuan123123

    leviettuan123123 Youtube Master Race

    Tham gia ngày:
    9/3/11
    Bài viết:
    79
    Nơi ở:
    Hòn Đảo Hoan
    cho em hỏi trigger sau có bị lỗi gì không mà sao khi em cast thì chỉ có mỗi hero bị , và vừa cast băng vào thì nó hết đóng băng liền
    Mã:
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Lock ice 
    Actions
        Set Caster = (Triggering unit)
        Set Point[1] = (Position of Caster)
        Set Group[1] = (Units within 500.00 of Point[1] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
        Unit Group - Pick every unit in Group[1] and do (Actions)
            Loop - Actions
                Unit - Create 1 Ice for (Owner of Caster) at Point[1] facing Default building facing degrees
                Set Dummy[1] = (Last created unit)
                Unit - Add a 3.00 second Generic expiration timer to Dummy[1]
                Unit - Set level of Entangling Roots for Dummy[1] to (Level of Lock ice  for Caster)
                Unit - Order Dummy[1] to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
        Environment - Change terrain type at Point[1] to Lordaeron Winter - Snow using variation -2 in an area of size 5 and shape Circle
        Custom script:   call DestroyGroup (udg_Group[1])
        Custom script:   call RemoveLocation (udg_Point[1])


    ---------- Post added at 15:28 ---------- Previous post was at 15:08 ----------

    chữ đó có nghĩa là gì vậy ?? không hiểu , đang làm nữa chừng
     
  16. cauxevd

    cauxevd Mr & Ms Pac-Man

    Tham gia ngày:
    22/1/10
    Bài viết:
    176
    Ồn rồi ... lý do là em để event là khi unit finish skill rồi ... tức là chẳng có unit nào đang bị cast skill vào ^^
    Em hỏi cái khác :
    Unit dummy ko để model thì khi cast skill , hiệu ứng của skill ko hiện ( Ví dụ clap của Búa Lùn ) Vậy phải làm thế nào ?
     
  17. Evil_Hunter

    Evil_Hunter Mario & Luigi

    Tham gia ngày:
    18/9/11
    Bài viết:
    786
    Nơi ở:
    Evil Forest
    Sao lại ko hiện :|.
    Mà nếu ko hiện dùng Special Effect - Create a special effect at (Center of (Playable map area)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl cho nó lành :-"
     
  18. cauxevd

    cauxevd Mr & Ms Pac-Man

    Tham gia ngày:
    22/1/10
    Bài viết:
    176
    Eo
    Cái Ô Model Em điền "none.mdl" ... thế nà khi em order nó xài skill clap thì nó cóc hiện ...
     
  19. LeoNguyen112

    LeoNguyen112 Dragon Quest

    Tham gia ngày:
    22/5/10
    Bài viết:
    1,438
    Nơi ở:
    TP.HCM
    Có chắc là dummy nó đã cast được chưa? Có thể không đủ mana để cast, hoặc skill chưa được upgrade chẳng hạn.
     
  20. fantom2409

    fantom2409 Mr & Ms Pac-Man

    Tham gia ngày:
    15/8/11
    Bài viết:
    194
    Ko ai chịu giúp mình tí à?

    ---------- Post added at 18:41 ---------- Previous post was at 17:23 ----------

    Đây là skill thứ nhất, mọi người xem giùm nó có bug hay gì gì ko nhé
    Mã:
    DEmon Blade
        Events
            Unit - A unit Is attacked
        Conditions
            ((Attacking unit) has buff Demon Blade) Equal to True
        Actions
            Unit - Set level of Dummy Demonblade  for (Attacking unit) to ((Level of Dummy Demonblade  for (Attacking unit)) + 1)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Level of Dummy Demonblade  for (Attacking unit)) Equal to 30
                Then - Actions
                    Unit - Set level of Dummy Demonblade  for (Attacking unit) to ((Level of Dummy Demonblade  for (Attacking unit)) - 2)
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            (Level of Dummy Demonblade  for (Attacking unit)) Equal to 1
                        Then - Actions
                            Unit - Set level of Dummy Demonblade  for (Attacking unit) to ((Level of Dummy Demonblade  for (Attacking unit)) + 1)
                        Else - Actions
                            Unit - Set level of Dummy Demonblade  for (Attacking unit) to ((Level of Dummy Demonblade  for (Attacking unit)) - 2)
                Else - Actions
                    Unit - Set level of Dummy Demonblade  for (Attacking unit) to ((Level of Dummy Demonblade  for (Attacking unit)) + 1)
    
     
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