ulti luffy ma goku di gamenya maksud u??... kalo iya.... emang parah seh... yang goku 1 layar ketutupan... yg luffy ga slesai2 hanabinya.... . eN gw minta 1 contoh trigger kaya kamehamehamu itu bole nda ?
Orang gila darimana to...... . kalo gw dibilangnya bkn "Awas, orang Gila" .... lebi cocok "AWAS, SPONSOR LEWAT!"... masa putih2 / ijo2 gitu gila...
mantab gan. uda sampe mana ni progressnya??
itu dasarny trigger slide. bola kamehamehanya pake vengeace missile. scale 8.
di trigger slide kedepan. tiap point bola kamehameha create vengeace missile scale 3. itu aja
Bukan itu maksudnya........ itu biar musunya ikut keslide gt gimana triggernya..... kalo effectnya si da lu kasitaw kan di post2 sebelumnya...
oh pake unit grup pick every unit. move picked unit -45 facing picked unit.
ntar kl uda di rmh aku post in triggerny
Last edited by valkemiere; 30-11-08 at 18:50.
@valkemiere
koq nda dipost2 triggernya? dah aq tunggu neh..... tq valk :P
Sabar donk broo... mungkin si valk lagi sibuk
hoho... yawda d gw tunggu :P...
hahaha... gmn y.. tiap buka world editor jd mls >__<
Betanya jg gpp deh dah gk nahan pgn nyicipin tuh map gw T_T
@valkemiere
yawda d tq --"
@vengeance
sabar aja cuy...
[trigger]kamemove
Events
Time - Every 0.04 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KameMove[(Integer A)] Equal to True
Then - Actions
Set BallPoint[(Integer A)] = (Position of KameBallMain[(Integer A)])
Set BallPointMove[(Integer A)] = (BallPoint[(Integer A)] offset by 55.00 towards (Angle from KamehameCasterPoint[(Integer A)] to KamehameTargetPoint[(Integer A)]) degrees)
Unit - Create 1 Kamehameha Trail for (Owner of KamehameCaster[(Integer A)]) at BallPoint[(Integer A)] facing (Angle from KamehameCasterPoint[(Integer A)] to KamehameTargetPoint[(Integer A)]) degrees
Unit Group - Add (Last created unit) to KameTrail[(Player number of (Owner of KamehameCaster[(Integer A)]))]
Unit - Move KameBallMain[(Integer A)] instantly to BallPointMove[(Integer A)]
Unit - Move BluChargingMoveDummy[(Integer A)] instantly to BallPointMove[(Integer A)]
Set KamePicked[(Integer A)] = (Units within 250.00 of BallPoint[(Integer A)] matching ((((Matching unit) is A ground unit) Equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of KamehameCaster[(Integer A)])) Equal to True))))
Unit Group - Pick every unit in KamePicked[(Integer A)] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Unit-type of (Picked unit)) Equal to Naruto Shadow Clone) or (((Unit-type of (Picked unit)) Equal to Naruto Shadow Clone 2) or (((Unit-type of (Picked unit)) Equal to Naruto Shadow Clone 3) or ((Unit-type of (Picked unit)) Equal to Naruto Shadow Clone 4)))
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Set KPickedMove = (Position of (Picked unit))
Set KPicked = (KPickedMove offset by 55.00 towards (Angle from KamehameCasterPoint[(Integer A)] to KamehameTargetPoint[(Integer A)]) degrees)
Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\AncientProtectorMissile\AncientP rotectorMissile.mdl
Special Effect - Destroy (Last created special effect)
Unit - Move (Picked unit) instantly to KPicked
Custom script: call RemoveLocation(udg_KPicked)
Custom script: call RemoveLocation(udg_KPickedMove)
Destructible - Pick every destructible within 250.00 of BallPoint[(Integer A)] and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(KamehameCaster[(Integer A)] is dead) Equal to True
Then - Actions
Unit - Kill KameBallMain[(Integer A)]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer((Distance between KamehameCasterPoint[(Integer A)] and KamehameOffset[(Integer A)]))) Greater than or equal to 250
Then - Actions
Unit - Kill KameBallMain[(Integer A)]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(KameBallMain[(Integer A)] is dead) Equal to True
Then - Actions
Set KameMove[(Integer A)] = False
Trigger - Turn off (This trigger)
Set LagiSibuk[(Integer A)] = False
Set KameGroupDamage[(Integer A)] = (Units within 300.00 of BallPointMove[(Integer A)] matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of KamehameCaster[(Integer A)])) Equal to Tru
Unit Group - Pick every unit in KameGroupDamage[(Integer A)] and do (Actions)
Loop - Actions
Unit - Cause KamehameCaster[(Integer A)] to damage (Picked unit), dealing (Real(KameDamage)) damage of attack type Spells and damage type Normal
Custom script: call DestroyGroup(udg_KameGroupDamage[GetForLoopIndexA()])
Special Effect - Create a special effect at BallPointMove[(Integer A)] using war3mapImported\kamehameexplode.mdx
Special Effect - Destroy (Last created special effect)
Sound - Play wallhit2 <gen> at 80.00% volume, attached to KameBallMain[(Player number of (Owner of KamehameCaster[(Integer A)]))]
Environment - Create a 2.00 second Normal ripple deformation at BallPointMove[(Integer A)] with starting radius 1.00, ending radius 2000.00, and depth 200.00, using 2.00 second ripples spaced 700.00 apart
Set CameraGroup = (Units within 1500.00 of BallPointMove[(Integer A)] matching (((Matching unit) is A Hero) Equal to True))
Unit Group - Pick every unit in CameraGroup and do (Actions)
Loop - Actions
Camera - Shake the camera for (Owner of (Picked unit)) with magnitude 30.00
Camera - Sway the camera target for (Owner of (Picked unit)) with magnitude 20.00 and velocity 200.00
Custom script: call DestroyGroup(udg_CameraGroup)
Unit - Create 1 Explosion - Smoked for Neutral Passive at BallPointMove[(Integer A)] facing ((Facing of KamehameCaster[(Integer A)]) + 180.00) degrees
Unit - Create 1 Blue Vertical Flowing Circle for Neutral Passive at BallPointMove[(Integer A)] facing ((Facing of KamehameCaster[(Integer A)]) + 140.00) degrees
Animation - Change KamehameCaster[(Integer A)]'s animation speed to 100.00% of its original speed
Animation - Change BlueCharging[(Integer A)]'s animation speed to 100.00% of its original speed
Animation - Change BluChargingMoveDummy[(Integer A)]'s animation speed to 100.00% of its original speed
Unit Group - Pick every unit in KameTrail[(Player number of (Owner of KamehameCaster[(Integer A)]))] and do (Actions)
Loop - Actions
Animation - Change (Picked unit)'s animation speed to 70.00% of its original speed
Unit - Remove (Picked unit) from the game
Unit Group - Remove all units from KameTrail[(Player number of (Owner of KamehameCaster[(Integer A)]))]
Unit - Unpause KamehameCaster[(Integer A)]
Unit Group - Pick every unit in KameBall[(Player number of (Owner of KamehameCaster[(Integer A)]))] and do (Actions)
Loop - Actions
Animation - Change (Picked unit)'s animation speed to 70.00% of its original speed
Unit - Remove (Picked unit) from the game
Unit Group - Remove all units from KameBall[(Player number of (Owner of KamehameCaster[(Integer A)]))]
Unit Group - Pick every unit in KameCasting[(Player number of (Owner of KamehameCaster[(Integer A)]))] and do (Actions)
Loop - Actions
Animation - Change (Picked unit)'s animation speed to 70.00% of its original speed
Unit - Remove (Picked unit) from the game
Unit Group - Remove all units from KameCasting[(Player number of (Owner of KamehameCaster[(Integer A)]))]
Unit - Kill KameBallMain[(Integer A)]
Unit - Kill BlueCharging[(Integer A)]
Unit - Kill BluChargingMoveDummy[(Integer A)]
Set KameBallMain[(Integer A)] = No unit
Custom script: call RemoveLocation(udg_KamehameCasterPoint[GetForLoopIndexA()])
Custom script: call RemoveLocation(udg_KamehameOffset[GetForLoopIndexA()])
Custom script: call RemoveLocation(udg_KamehameTargetPoint[GetForLoopIndexA()])
Wait 0.70 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Stop swaying/shaking the camera for (Picked player)
Else - Actions
Custom script: call RemoveLocation(udg_BallPoint[GetForLoopIndexA()])
Custom script: call RemoveLocation(udg_BallPointMove[GetForLoopIndexA()])
Else - Actions
Do nothing
[/trigger]
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