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Inferno like in diablo?

09-05-2003, 06:00 PM#1
Freakazoid
:infth: I'm working on a rpg and i wanna make a spell "InFERNO" but like in diablo.
I tried to make the spell somthing like to press teh hotkey rapidly
but the hero needs to complete his animation and then cast it.
Can you help me.
09-05-2003, 06:10 PM#2
Dead-Inside
Base it of another spell which doesn't really use an animation... If there is one... I honestly don't know.

Regards
Dead-Inside
09-05-2003, 07:41 PM#3
Hunter0000
you can also make a spell that will automaticly keep casting after you pick a target, howwever, im not sure how, ive seen it on the vampire in DOTA
09-05-2003, 07:47 PM#4
Undead-Swarm
Hunter--

The spell you speak of is, in fact, just the product of a reversed "Heal" spell that was allowed to target enemies. Thats why it continually casted.
09-05-2003, 07:54 PM#5
Hunter0000
hmmm, doesn't that mean it would work? hmmm maybe not because it has no projectile. Its nice to know thats how thats done tho, I thought it mighta been triggers altho I suppose heal would be obvious*slams head agaist wall* Oh well back to work *opens WE*
09-05-2003, 07:58 PM#6
Bloodlust
ask Zoi (he made "the eleventh hour"), he has a spell like that in his map.

and no, healspell is BS
09-05-2003, 08:34 PM#7
HarlequinKnight
Actually, a heal spell would do what you wanted, but you'd need to change the game constants to allow negative numbers. After changing that, all you have to do set how much "damage" you want it to do, and make it target enemies, ground, I believe (I don't think inferno would touch an air unit...) The heal art can be replaced by a custom mortar explosion perhaps, causing the effect of a fire bomb. Of course, I'm rather tired, so I haven't checked these, but otherwise, I "think" it will work...

Good luck on yer map! :foot:
09-06-2003, 06:55 AM#8
Zoizite
The inferno in my map is like the one from the first Diablo. It's just a one shot deal. I based it off Impale and changed the sfx to neutralbuildingexplosion.

I'm thinking about making it like the one in d2, but I would have to work on it, and it'd be tricky. My initial thought would be to base it off immolation with no sfx and no damage, and have triggers just shoot flames in your facing direction, but that probably wouldn't work, and you'd still be able to move... hrmm I dunno how to do it off the top of my head. I could probably make it if I really sat down and tried.

You might just make a dummy ability that allows a ground target(carrion works). You could have invisible casters constantly spamming a carrion edit. It could work, but you'd still have the issues about being able to move.

Hope that helped.
09-06-2003, 07:00 AM#9
Zoizite
On second thought, you could use the ability Channel. This would keep you still while casting it. Channel is a VERY nice dummy spell.

The only problem you would have is not being able to rotate. Other than that, you could probably make it just like in d2.
09-06-2003, 07:18 AM#10
HarlequinKnight
I must be thinking of something different. I was thinking of the spell in d1 I believe, I dunno, I haven't played them in so long...

It involved a little fire eruption from the ground, moving in a line one by one. This could also be done with impale, which is exactly what you seem to have done, Zoi....

Wouldn't you be able to modify a unit to to be a projectile? I dunno yet if you would be able to use a resized side flame trap. I'll go check (in the morning, I'm tired as we speak..)


Toodles! :foot:
09-06-2003, 07:21 AM#11
HarlequinKnight
Btw, Yes, channel is fanastic. Although I wonder when they will improve the ability editor? Hmm....

Rehashing abilities to look different (which is what usually happens a lot) isn't quite the same as making your own from scratch...
09-06-2003, 09:14 AM#12
BladeBezerker
Maybe use the fire trap SFX.

Impale with that might work.
09-06-2003, 10:10 AM#13
Bloodlust
hmm if the sfx zoi mentioned doesnt work, try the unit missle "siege engine"
09-15-2003, 03:36 AM#14
Mr. Euthanasia
To make a diablo2 style inferno might lag the game a bit if you don't have a decent computer but this would work.
Variables
Boolean castingInferno = false
Integer infernoCount = 0
Real infernoAngle = 0
Real infernoOffset = 0
Unit infernoCaster = noUnit
SpecialEffectArray infernoEffect[]= 0
infernoPoint = noPoint

Inferno
Event-A unit activates an ability
Condition-Ability equal to <your spell>
castingUnit equal to <your hero here>
Actions- set castingInferno equal to (true)
set infernoCount = 0
set infernoAngle = 0
set infernoOffset = 0
set infernoPoint = noPoint
set infernoCaster = (castingUnit)
pause(infernoCaster)
for each integer from (0 to infernoCount)
{
destroy special effect infernoEffect[integer A]
}
play animation (infernoCaster(spell channel))
TurnOn(infernoEffect)

InfernoOff
Events-A unit deactivates an ability
Condition-Ability equal to <your spell>
Actions-set castingInferno equal to (false)
for each integer from (0 to infernoCount)
{
destroy special effect infernoEffect[integer A]
}
TurnOff(infernoEffect)
unpause(infernoCaster)

infernoEffect
Events-Every .03 seconds
Conditions
Actions-
setManaOf (infernoCaster = (manaOf(inferno Caster) - 1))
if(mana of infernoCaster is less than or equal to 0)
{
TurnOff(this trigger)
set castingInferno equal to (false)
deactivate <your spell here>
unpause(infernoCaster)
}
for each integer from (0 to infernoCount)
DestroySpecialEffect (infernoEffect[integer A])
if(infernoOffset equal to <whatever distance you want it to go>)
{
set infernoOffset = 0
}
set infernoOffset = infernoOffset + 40
set infernoAngle = UnitProperty(facing of (infernoCaster))
set infernoPoint = (polar offset((infernoCaster) offset by (infernoOffset) towards (infernoAngle) degrees)
CreateSpecialEffectAtPoint (infernoPoint) using <your animation here>
PickEveryUnitIn(UnitGroup(Units within 200 of (infernoPoint)))
{
set life of (pickedUnit) = life of (pickedUnit) - <however much damage each one does, probably between 5 and 10>
}
set infernoEffect[infernoCount] equal to (last created special effect)
set infernoCount = infernoCount + 1

InfernoChecker
Event-A unit is issued an order targeting a point
A unit is issued an order targeting an object
Condition-castingInferno equal to (true)
Actions-unpause(infernoCaster)
TurnOff(infernoEffect)
set castingInferno equal to (false)

that sums it up, for questions just post or PM me. A much easier way to do this is to use some explosion that is destroyed on it's own and then you wouldn't have to add them to an array or destroy them or anything. I think that works after looking it over, sometime this week I will actually make the spell and test it out though.

This is just a bit simpler than diablo2's version, the only difference is that each one doesn't go forward it is just a constant stream with no turning, I will make a better one in a map this week but it is just a bit too complicated for me to right off the top of my head with no reference.