| 09-18-2008, 01:29 PM | #1 |
ABILITY QUESTIONS What abilities should I use to make these abilities? Machine Gun - Fires a burst of 30 rounds over 5 seconds. Will not miss unless target is out of range. Gatling Gun - Fires an undetermined amount of bullets over 15 seconds. Partially inaccurate. Chain Gun - Sprays literally thousands of rounds over 30 seconds. Not very accurate but the spray will hit random units. Pulse Ray - Targets and fires a green beam at a target. The beam does not cease fire until target is out of range or caster is stunned. Units that get in the way are burned and will take damage until the burns are put out. Strike Ray - Targets and fires a blue beam at a target. Beam ceases fire if 50 energy is left or caster is stunned. Units in the way are hit for half damage. Heat Ray - Targets and fire a beam of intense heat at a target. Beam will not cease until target is destroyed, no energy is left or caster is stunned. Units in the way are destroyed regardless of armor. Also, through triggering, is it possible to make spells such as Forked and Chain Lightning to strike whatever is too close? _________________________________________________________________ STORY QUESTIONS Every time I play Tank Wars, its always: Light Force VS Dark Forces Most of the time I play Battleships, its usually: South Empire VS North Empire Needless to say, from reading the text, I need something different. The TANK AoS I'm making needs a story of a sorts. Anyone can think something up? This is the current idea : The year is 2500, most of the Earth's nations have formed the leading powers in the known regions of space. America, Europe, and Australia has formed the Neo Union. Russia has become the Russian Federation. Asia has become the Great East Empire. Africa has joined together and have become a world superpower as well, now known as the African Federation ... These 4 superpowers wage war against each other over planets for resources and land... (Writer's Block) Any ideas anyone? Note that the AoS does not take place on Earth due to the Gaia Treaty which forbids any military action to take place on Earth. |
| 09-18-2008, 01:39 PM | #2 |
What do you mean the issue order trigger won't let you use your custom ability? Sure it will. Is your Perdition ability even a point target ability? If it is, why can't you just make it the shockwave spell directly, why bother with dummy casters? |
| 09-18-2008, 01:59 PM | #3 |
I'm trying to make the ability a non-aim-able type. I made both a direct-aim-and-cast type, and a channel type, I use the channel type because I don't need another DOTA lookalike to scrap, plus, it's much more fun to have to move the Hero into position to aim. Heres a picture : ![]() No custom abilities here... no idea why. |
| 09-18-2008, 02:13 PM | #4 |
There are no custom abilities there because they share the order with the ability they're based off. This is why you can't have multiples of a single ability on a unit. So if your Perdition flamethrower ability is based off on 'Breath of Fire', you have to order your unit to use 'Breath of Fire' and it will use your Perdition flamethrower ability. |
| 09-18-2008, 02:19 PM | #5 |
So... you're saying if the unit ability on the dummy caster is based off the Breath of Fire, and if the unit has a breath of fire based ability, it'll use that one instead? Or I have to stick to the original version of the Breath of Fire? Because the Perdition spell is actually a shockwave with a "breath of fire" projectile instead. I just showed the other spell, the Epyon incinerator, which is the breath of fire based one. |
| 09-18-2008, 02:49 PM | #6 |
The 'Breath of Fire' was only a guess ![]() You shouldn't add multiple abilities with the same base or an ability and its base on one unit because that would bug. So if your spell is based off shockwave, you don't need to add shockwave itself but you have to use the shockwave order to make your unit cast your custom spell. (I hope this one was a bit clearer for you) |
| 09-18-2008, 03:05 PM | #7 |
Dude... THANKS A BILLION!!! Now the abilities work properly even though they still "fart" them ("Due to the direction of where the dummy caster pops out it fires to the back of the Hero, making it look like flaming fart.") Now, do you know how do I make the caster appear at the back of the Hero so it can shoot straight in front of the Hero? |
| 09-18-2008, 04:11 PM | #8 |
I think that it's not about where you place your dummy but where you cast it. I believe it would work fine if you'd cast your spell to a point with an offset into the units facing. Trigger: Set tempPoint = ((Position of (Last created unit)) offset by 100. towards (Facing of (Triggering unit)) degrees)Edit: After rereading your trigger, I think it might be a different problem. Is your dummy-spell (the one that triggers your trigger) a point-target spell? Has your dummy collision turned off? |
| 09-18-2008, 04:38 PM | #9 |
He already said his dummy spell is no-target (so using "target point of ability being cast" makes absolutely no sense, I have no idea why he thought that would work); he wants the shockwave to go in the direction the unit is facing, so polar offsets is the way to go. |
| 09-19-2008, 06:40 AM | #10 |
So how do I work it out? I tested Tamisrah's method and it only went in 1 direction. So what is the polar offset I should use? (offset what by what towards what degrees) |
| 09-19-2008, 06:59 AM | #11 |
To the above question. Use facing angle of Triggering unit i guess. |
| 09-19-2008, 08:32 AM | #12 |
The good news and the bad news: THE GOOD NEWS: It fires mostly straight shots. THE BAD NEWS: It can only fire straight when facing between 315 to 350 degrees. From 360 to 90 degrees all the shots fire to the left. So, I think I still need to find out how to control the dummy caster creation location. |
| 09-21-2008, 12:53 AM | #14 |
No need, I finally fixed the * thing by changing its movement to fly then setting its height to 0. So I'll be removing the trigger section now. Oh, and before I forget, does anybody know how to make the cluster rocket type spells deal damage? Mine only stuns but doesn't damage. These are its stats: Building Damage Factor - 0.00 Damage Amount - 10.00 Damage Interval - 0.25 Effect Duration - 1.00 Max Damage - 250.00 Missile Count - 10 Area of Effect - 250.00 Duration - Hero - 5.00 Duration - Unit - 5.00 |
| 09-21-2008, 04:40 AM | #15 |
Wait, you don't need to localize those variables?? What happens if 2 units cast it at the same time? |
