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Need Help in Cavalry Charge need suggestions

06-23-2008, 06:40 PM#1
olavo
Well. my problem is kind of simple.
I'm making a map based on realistic medieval warfare.
I need help witch the cavalry charge issue, Because Knights simply ain't knights if they don't have a charge ability... since it was the base strategy to all successful early-medieval skirmish.
So... I know that there are a lot of knockback JESP spell I could work on... but i Simply don't have the time to learn Jass.
To does anyone has as suggestion?
06-23-2008, 06:43 PM#2
Captain Griffen
What EXACTLY do you want?

The way you want it to work could vary a lot. There is no perfect way of doing cavalry charges, particularly not in WC3.
06-23-2008, 06:59 PM#3
darkwulfv
Quote:
So... I know that there are a lot of knockback JESP spell I could work on... but i Simply don't have the time to learn Jass.
Then you're probably out of luck, pal. Unless you can find a good knockback GUI system (heh... oxymoron), you'll have to learn some JASS if you plan on using knockbacks, even if it's as simple as modifying some constants.
06-23-2008, 07:05 PM#4
Kyrbi0
If you want minimal triggering, there's one solution I can think of:

Create a modified ability that gives a boost of speed to only the casting unit (like Scroll of Speed, but only for the caster). Make sure it has a buff for the duration. Then, create a trigger:

Trigger:
Charge
Collapse Events
Unit - A unit Is attacked
Collapse Conditions
((Attacking unit) has buff Speed Bonus) Equal to True
Collapse Actions
Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 200.00 damage of attack type Pierce and damage type Normal

^Make sure to insert your abilities' buff name in the condition statement.

Then you can do whatever for the actions; create a Dummy Caster who casts a weak Cripple/Slow (to simulate the enemy target being really hurt) or Acid Bomb (to simulate the target getting hurt and bleeding for more damage over time), etc. Or just the "extra damage" part I put in there.

Hope that helped. :P
06-24-2008, 09:28 PM#5
Feroc1ty
I would suggest adding flying to the knight ( no collision ), adding a constant push towards his angle, adding an immolation with no unit effect, but bleeding animation on affected units, and a push back on units touching the knight.
06-25-2008, 01:05 AM#6
olavo
Thx for the suggestion... I Think I'll keep it as simple as:
============================================================
- Knight casts charge (give locust and order to move)
- A units comes near the charging knight (damage the unit and push them away a little giving passage or simply braking the formation)
- Knight comes in range of a defending pikeman or deployed spikes (damage the knight and stop the charge... probably kill the knight)
============================================================

EDIT: ok this is what I got so far:

Trigger:
Collapse Events
Unit - A unit Begins casting an ability
Collapse Conditions
(Ability being cast) Equal to Charge (Neutral Hostile 3)
Collapse Actions
Animation - Play (Casting unit)'s Walk animation
Unit Group - Add (Casting unit) to Charging
Wait 4.00 seconds
Unit Group - Remove (Casting unit) from Charging
Animation - Reset (Casting unit)'s animation

Trigger:
Collapse Events
Time - Every 0.03 seconds of game time
Collapse Actions
Collapse Unit Group - Pick every unit in Charging and do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Terrain pathing at ((Position of (Picked unit)) offset by 15.00 towards (Facing of (Picked unit)) degrees) of type Walkability is off) Equal to False
Collapse Then - Actions
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 15.00 towards (Facing of (Picked unit)) degrees), facing (Facing of (Picked unit)) degrees
Collapse Else - Actions
Unit Group - Remove (Picked unit) from Charging
Animation - Reset (Picked unit)'s animation
comments plz
I Was tring to make a CANCELCHARGE TRIGGER:

Trigger:
Collapse Events
Unit - A unit Is issued an order targeting an object
Unit - A unit Is issued an order targeting a point
Unit - A unit Is issued an order with no target
Collapse Conditions
((Ordered unit) is in Charging) Equal to True
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Issued order) Equal to (Order(stomp)) (STOMP is the order string)
Collapse Then - Actions
Do nothing
Collapse Else - Actions
Animation - Reset (Picked unit)'s animation
Unit Group - Remove (Picked unit) from Charging


BUT I GOT A PROBLEM!!!!
the WE isn't recognizing the Charge ability as the STOMP order string... but i checked it on the ability editor... It's simply cancel the charge every time...
The charge is working pretty well without the cancel trigger.
But i want' the charge to be cancelable.
NEED HELP GUYS!!!

I'll work on the damage and knockback latter
06-26-2008, 07:25 AM#7
Pyrogasm
Don't use "Order(stomp)", use the generic preset order strings thing; you've probably just done something wrong. Either that or you changed the order string, and you can't do that because it doesn't work.

And in your first/third triggers, use "Triggering Unit" instead of "Casting Unit" and "Ordered Unit", respectively.
06-26-2008, 10:45 AM#8
Squally425
You might also like to read a tutorial on GUI leaks while you're at it.
Your actions leak points.