| 08-28-2003, 08:02 PM | #1 |
Please tell me how to make this spell please. |
| 08-28-2003, 08:06 PM | #2 |
You are asking us a question, and giving us the answer? Does that sound logical? I hope you are not giving us a map that is unlocked Look at it in the editor... Cata |
| 08-28-2003, 08:06 PM | #3 |
It requires triggers and by checking height, Zoi hasnt complete this skills yet and has some issue with this skill... bottom line, you have to learn to crawl b4 you can run...... - ByTe.ME uswest |
| 08-28-2003, 08:10 PM | #4 |
But i wanna know how to make it? |
| 08-28-2003, 08:23 PM | #5 |
ask Zoizite, I have an idea on how he made it but I havent attempted and I probably wont attempt to make it. He prob wont tell you how to make it, caz he spent alot of time on this and its still buggy. I'll give you a hint, it goes somehting like this. If you dont undestand this, this is prob too much for you. Make the 'target' move back xx amount, when 'target' hits wall/tree (because wall/tree have different height) make another trigger that stops move, stun and change HP of 'target' by -100 and make 'target' play 'death' animation, then remove 'death' animation after xx amount secs. - ByTe.ME uswest |
| 08-29-2003, 02:49 AM | #6 |
that trigger seems out of your reach. Cool spell concept though. |
| 08-29-2003, 07:05 AM | #7 | |
Quote:
thats nice and all, but i've never heard of a function that returns the 'height' of an area |
| 08-29-2003, 08:48 AM | #8 |
In that slamtest map, I used regions to detect whether or not to stun the unit. That is not how I do it now. This would have taken a few hundred regions in a full map. Raptor-- I found this function while looking around for ways to detect terrain height in a trigger. It is a godsend. Too bad that doesn't account for ramps. Ramps will have to be an "exception to the rule" using regions and boolean conditions. STOPOT, I'm not going to give you the spells, so stop spamming the forums, please. I will give you a start in the right direction, though. The trigger first detects the order to cast the spell, and stores that target in a variable. After that, another trigger detects the actual casting of the spell. Next a periodic event trigger is turned on forcing the unit backwards based off of the position of the unit with a polar offset of the angle between the caster and the target. While this is going on, it is also checking for cliffs, destructables, and structures. If it detects any of those, the unit will have war stomp cast on it, and the trigger will stop moving the unit. It uses 6 triggers and 13 variables. [edit]Read this tutorial, also. Tutorial - How to enhance Spells with Triggers |
