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Hero / Spell ideas needed for AoS/DotA map. Part 2 - Almost Finished.

08-24-2003, 05:30 AM#61
Zoizite
This isn't finished... but should I use it? I don't know who it would go on, but it looks cool as hell.
08-24-2003, 06:54 AM#62
Zoizite
Finished it. Don't know what to call it or who to give it to. For now I'm just calling it Impale, lol.
08-24-2003, 06:55 AM#63
Zoizite
Bleh, forgot to attach... By the way, what you're seeing is 18 impales, cast in a formation of 3 inside and 3 outside triangles. The inside ones do half damage because they hit about twice as many times. Overall the spell should do ~300-400 damage depending on exactly where the target stands. The spiral look is an optical illusion =P They do indeed go in straight lines.
08-24-2003, 09:58 AM#64
Zoizite
Ok, I just had a major idea. I really don't think I can fix the protector spell to get rid of the lag, and still have it work/look right. It also has some pathing issues that showed bad when I tested with Hazey.

Fear not, as I have come up with the replacement. It will be extremely easy to implement, but it won't be quite as cool looking, but will be similar in functionality. If anyone has ever played the Gradius games, this will be similar to the little multiple things that follow you around and shoot when you do. Actually it will most likely be near identical, though I will be keeping the lightning attack.

Triggering the spell won't be hard, I'll just have to set one unit to right click the hero, then the next right clicks the first unit, and the next clicks the one before it, making a chain. I will probably limit them to 4, but up their damage from previous vaules. I will give them the aLoc ability so they cannot be controlled at all.

I'll most likely be getting rid of the staves of teleportation, so the interference caused by this item will not be a problem.

Wow, the things I think up when I'm trying to sleep... :/

[edit] Seems that didn't work either. The chain spreads way too far apart. I just set them to all follow the hero instead. Works fine, but they clump together and all attack the same unit, which doesn't look nearly as nice :/
08-24-2003, 10:07 AM#65
Zoizite
You will be dearly missed :(

Yeah... I have a tower kill experience trigger... it was disabled after I realized I missed a simple on/off switch in the globals =P
08-24-2003, 03:25 PM#66
Lazurus
Hrm.. I was thinking too, instead of clearing out protector, it might reduce the spell's lag if it wasn't creating units every second. Perhaps every second you could have the same Feral Spirits instantly moved back to the caster / nearby the caster / to a correspondig Wisp (Unless of course it is the movement of the Wisps creating the lag. >.<) But ah well. :(

EDIT: Since you are not going to use it anymore, Zoi, may I use a channeling version for my Hero Arena? Credit will be given where credit is due, of course. :)

- Lazurus
08-24-2003, 06:06 PM#67
HazeyInDaHead
I was thinking it was a combination not the movement per say but a lot of it was prolly un-seen stuffs... uhh zoi how we sposed to give u ideas about the spiral of light hoopy-doo if u dont tell us wat its sposed to do? =P
08-24-2003, 08:05 PM#68
Ak47_Type_R
Nice looking effects on the impale. It sure does make the CL's impale look meager. =)

The sign that the impale makes reminds me of something. I cant remember. I saw it in an anime once.

Well - I wish my computer was fixed so i can do some hardcore wc3 trigger'n. >.<

<I miss you 'Protector' spell!!! (cries)> =(***
08-24-2003, 09:55 PM#69
FF_Behemoth
Quote:
Originally posted by Zoizite
You will be dearly missed :(

Yeah... I have a tower kill experience trigger... it was disabled after I realized I missed a simple on/off switch in the globals =P


Never fear Zoi, I have edited your protector spell, but its function is a bit different, the lag and the collionsion isnt a issue in my version, I have a demo of it rdy. (more detail on this later, I'll post it on ur fourm) I think I might know the lag issue in your protector version.

- ByTe.ME @uswest
08-25-2003, 01:10 AM#70
Lazurus
Hey wait, Zoi? I have 2 ideas to save protector, here goes -

(I am NOT SURE about this one) Doesn't the attack Barrage on the War Engines go off and hit nearby enemy air units regardless of what the tank is doing (including moving?) if so, perhaps you can eliminate the Feral Spirit spawning aspect all togather (The part which I think causes the lag) and then change the missle graphic to lightning, change the damage, ect, and then I think the Wisps should just fire at any nearby targets themselves as they are now. :) I am not sure though.

This one should work, I see no reason why it would not. Change Phoenix Fire's missle art to lightning, give it to all the wisps, modify Phoenix fire to have a 0 second burning effect, eliminate the Feral Spirits, and Voila! Wisps that randomly fire lightning at any nearby enemy units.

- Lazurus
08-25-2003, 01:14 AM#71
HazeyInDaHead
Barrage shoots missles as an attack it shoots the # of missles instead of normal attack at all eligable targets at the same time.

so the wisps would have to attack before barrage came into play.
08-25-2003, 02:20 AM#72
Lazurus
Hrm.. well, I tried method 2 (I never bothered with the Barrage thing, thanks Hazey) and it worked great... except there is no way to add the ability Lightning Attack to the aura, so it only shoots the sparks of the missle, and not the actual lightning bolt like it should... perhaps you can find some way for it to work, Zoi, but I'm stumped.

- Lazurus
08-25-2003, 02:22 AM#73
HazeyInDaHead
I helped!!! YEY!!!! ^_^!!
08-25-2003, 02:26 AM#74
Zoizite
I've had a few more ideas come up on my way home from work tonight... but this also came up =P Only happens once in a car's lifetime. Thank god my digital camera was in the glove box =)
08-25-2003, 03:19 AM#75
Zoizite
I also came up with a new ablity idea for the Naga Guard.

He plays his "swing" attack animation, and the target takes damage, and is knocked back, say 600 distance. Now the tricky part. If the unit were to hit a cliff, he stops immediately, and takes another 100% of the initial damage. If it hits a tree, the tree is destroyed, and the unit takes moderate damage, but the unit would keep going at reduced momentum. If it were to hit a unit, both units would be knocked back a little, say 100 distance, and both would take average damage. This would require me to set up an ****load of new regions, I think, unless there is some detection of terrain height in the WE, but I don't remember ever seeing one.

If I were to get this working, it would probably be the hardest thing I've ever done in the WE(as of now, it's the BM's Flash of the Blade, followed closely by Protector)

[edit] Behemoth, I am anxiously awaiting your solution for the Protector problem. My head felt like it was gonna explode if I thought about it any more.