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How to make Wind Walk?

07-14-2009, 10:15 PM#1
Flame_Phoenix
Hi guys, I need to code a part of a spell called Wind Walk from BM. I need to know how to set the units collision size to zero, and yet, to make my unit unable to enter inside buildings, forests and to fall from cliffs ...
I tried to use SetUnitPathing(who, false) but it is a bad choice because although my caster can pass in the middle of units (which is what I want) it can also pass in the middle of everything else,which is bad ...

Any ideas? Btw, the caster needs to be visible =S
07-14-2009, 10:49 PM#2
Anopob
Besides the visible part, doesn't the original WW already do what you want? You can move through units but not through the terrain cliffs.
07-14-2009, 10:59 PM#3
Hans_Maulwurf
The "ghost (visible)" ability
07-15-2009, 01:00 AM#4
TKF
Quote:
Originally Posted by Hans_Maulwurf
The "ghost (visible)" ability
This work well for everything.


There's a hardcoded feature with the wind walk, which forcing the unit to act like a ground unit for some odd reason. Ships cannot move and flying units kinda is ground units for the current duration.

Wind walk is only good if you give it to a ground unit
07-15-2009, 09:40 AM#5
Flame_Phoenix
Where can I find this "ghost(visible)" ability?

EDIT:
The ghost ability does not work ... my (ground) unit cannot cross other ground units =S
ANy more ideas ?
07-15-2009, 10:10 AM#6
Dariano
I don't know if this is what you want, but you could set the "Transition Time" on the Wind Walk to last longer than the duration. This will make the unit able to move through other units, though it will be canceled by spells.
07-15-2009, 11:20 AM#7
Anachron
Using the ghost ability and set collision to 1? :S
07-15-2009, 11:30 AM#8
Flame_Phoenix
You can't change an unit's collision size in code afaik ... anyway, I tested the rider with collision set to 0.10 (without ghost) and it still didn't work =S
07-15-2009, 12:03 PM#9
Hans_Maulwurf
I'm sorry. Just did some testing. The ghost ability allows other units to walk trough the ghost, but not the ghost to walk thorugh other units...

Dota's Phaseboots (with the same effect you want) are using a Windwalk with fadetimer higher then duration.
This should work fine
07-15-2009, 12:07 PM#10
Anachron
And if you use the windwalk ability and set the phase time to -1?
07-15-2009, 01:02 PM#11
Flame_Phoenix
Quote:
I'm sorry.
Sorry for what ? Your post is awesome ! rep++

Quote:
And if you use the windwalk ability and set the phase time to -1?
The unit never fades into invisibility.

This solution has a problem though, it prevents me from changing the alpha blending of the unit ... looks like I have no choice but to not fade at all (so much for partial fading lol)....
07-15-2009, 01:46 PM#12
TKF
Oh, you want the unit to become transparent? Just use the animation triggers and set the unit transparency.
07-15-2009, 01:51 PM#13
Flame_Phoenix
Quote:
Oh, you want the unit to become transparent? Just use the animation triggers and set the unit transparency.
If I use windwalk and set phade time to -1, I can't do what you say.
07-16-2009, 02:39 PM#14
Sophismata
I don't think there is an equivalent to WindWalk's unit-collision removal. The closest you get, outside of WindWalk, is to do things like add Ghost (Visible) to all units within 50 of the 'collisionless' unit.
07-16-2009, 02:57 PM#15
Flame_Phoenix
Quote:
The closest you get, outside of WindWalk, is to do things like add Ghost (Visible) to all units within 50 of the 'collisionless' unit.
That would be an approach, however the other units would then be able to collide with the other victims as well, which would be a bad idea.