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

08-25-2003, 03:21 AM#76
HazeyInDaHead
BUT IT SOUNDS SO DAMN SWEET IT DBZ!!!!!! make them fall off of cliffs instead that would be awesome

and if its water make them fall but move instantly to the nearest open terrain =)
08-25-2003, 03:23 AM#77
Zoizite
Actually the idea came from Dead or Alive 3.
08-25-2003, 03:24 AM#78
HazeyInDaHead
Meh same dif =P cept the girls r hotter and jigglier
08-25-2003, 03:47 AM#79
Lazurus
I want to see what you come up with too, Hazey! (Zoi, you never answered whether or not I could use protector if you end up not using it! :))

Anyway, I was inspired by Resident Evil for another type of skill, Zoi. What if, lets say the Phantasm, Lich, or some other guy who can summon stuff, could summon anything from Spectral Zombies (Zombies with ethereal on for the Phantasm's summons?) to skeletal minions (For the lich?) and if killed, these units have a 75% chance of coming back to life again a few seconds later (5 or 7 or so), and the percentage perpetuates on from there. If you'd like a different version, you could have the unit come back in an enhanced form, like the Zombies from Resident Evil for the Gamecube remake coming back as those enhanced red screaming zombies, ect. Just shooting out ideas here.

- Lazurus
08-25-2003, 03:49 AM#80
HazeyInDaHead
I just got done with most of the terrain thanks to a very kind individual who shall remain un-zoi-named .... oops =P

anyways u want ur name in creds to be zoi or zoizite?

i dont know how to take a Screenshot without a camera.. if sum1 could tell me ill post a pic of the map over head =)

hmm laz good idea...

event
---unit dies
cond
--- units = type
act
--- pause dying unit
--- wait 4 secs
--- set health of dying unit to 100%
--- unpause dying unit
?? would that work?
08-25-2003, 03:56 AM#81
Zoizite
Sounds cool.

Yeah, you can use that version of Protector, I don't really care.

May Behemoth grant me his eternal knowledge of the non-lagging Protector. If not, I have other ideas for it... none of which are easily explained, but it would still retain the basic concept of uncontrollable wisps attacking passively with lightning. The replacement I made last night looks way too much like Dark Familiar for me to use it. I think I'm gonna upgrade the Familiar a little, though.

I do believe the lag is caused from the constant moving of the units, just increased by the spawning of the ferals(none of my other spells with invis casters lag, so I know it's not entirely this).
08-25-2003, 04:00 AM#82
HazeyInDaHead
cant u make an ability shaped after wat u want lightning attack to be, give to wisps, trigger whenever wispies attack targetting a unit - order to cast the ability... that would get rid of invis casters =D right?

if so all thanks goto duke wintermaul and the triggers i stole from one of his many billion maps so i could see how they work =)

so that would narrow it down to just the wisps moving and no respawning invis casters
08-25-2003, 04:00 AM#83
Zoizite
Hazey, Zoizite will work.

I think it would work something like this.

Unit dies

Unit type comparison

Check %
If % is good(don't feel like typing this out)
then
- set (point) = position of (dying unit)
- polled wait
- create 1 (unit-type of dying unit) for owner of (dying unit) at (point)
else
- do nothing


[edit]
If it were to be a 3 level spell, you would need a function to get the spell level as well. Other than that, this should be the basics of the trigger. Just add SFX and you're done =)
08-25-2003, 04:05 AM#84
Zoizite
The point of having the invis casters was to eliminate the normal STOP that occurs when a unit attacks or casts. This would break rotation, and the rotation trigger probably wouldn't even have allowed it.

I may try redoing it with move(instantly) just to see what happens, but I doubt it would improve performance.
08-25-2003, 04:07 AM#85
HazeyInDaHead
i see i see....
08-25-2003, 04:10 AM#86
HazeyInDaHead
Here's a minimap preview its all i could find:

ERRR HOW DO I MAKE IT A PREVIEW?
08-25-2003, 04:16 AM#87
Lazurus
Hrm.. so the problem is the rotation, huh? That was what made the spell shine too.... Noooo! Think any minor modifications like doubling the number of seconds between the intervals of time when it commands them to move around would work...? or maybe even reduce the lag a little..? ect? Don't let it die!

- Lazurus
08-25-2003, 04:24 AM#88
Zoizite
I'll try messin with the intervals some, later. Right now, I'm starting work on the slam spell I was talkin bout a few posts up.
08-25-2003, 08:09 AM#89
Zoizite
Got the slam ability working on a test map. I haven't put it into 11H yet, cuz I didn't wanna have to make 251260197436 regions. This map is just what I was working on.

You get Maldazzar, against a Sorcie. Slam the hell out of her, she won't die. You even get a cliff, and a set of trees to slam her into. She will get stunned when she hits either, and she will kill the trees if she hits those.
08-25-2003, 08:24 AM#90
Zoizite
Here's a screenie. Btw, it wasn't quite as hard as I thought it was gonna be. Gonna be a little trickier to put it into 11H, though...