| 09-06-2003, 11:10 PM | #1 |
What I am trying to make is an abiliy so that when its castes it will generate flamestrikes starting from a targeted point and in a spiral motion will continue to radiate out in that spiral motion while makinging a perm deformation to the ground and causeing a small ripple on each flamestrike/explotion that goes off. Also I need to figure out if I can make it so that when the flamestrike goes off in that area that it only hurts people in that area not the enite area where it will go off. just where the graphic is going off at that given point. Specs: Radius: of entire effect 800 Speed: Not supper fast but so it looks good Damage: not sure but I can work that later Please someone either make it for me or describe in detail how I would do this. Thanks a ton! |
| 09-06-2003, 11:13 PM | #2 |
Also need help with another one :) Trying to make it so a phoenix will go in a given path (prob a large circle) and while going in that path drop Phoenix Eggs which when they hit the ground will Explode with an effect and once again do perment damage to the ground :) |
| 09-07-2003, 12:59 AM | #3 |
what map are you making? Scar the land? lol |
| 09-07-2003, 01:14 AM | #4 |
nope, like i talked about in a previous thread, im working on a map that will be mainly hero based but mass slauter. I am gonna have all effects damage the terrain and working on doing bodys stay perma and blood as well :) Total bloodbath :gsmile: |
| 09-07-2003, 01:44 AM | #5 |
don't you thing bodies would make it into a lagbath? |
| 09-07-2003, 01:49 AM | #6 |
I am most people I know have good comps, in my option to make a good bloodbath you cant worry about laggers/slow comps only mass chaos :) |
| 09-07-2003, 01:51 AM | #7 |
Come on guys....I know someone out there must know how.... |
| 09-07-2003, 02:05 AM | #8 |
Yea thats true, I just installed my shiny new Athlon 2600+ |
| 09-07-2003, 04:59 AM | #9 |
Polar offsets...keep on increasing the distance while adding to the angle and creating flamestrikes at the point, do the enviro triggers for the ripple and stuff. Don't go way too crazy though, lag will effect you at some point. |
| 09-07-2003, 06:27 AM | #10 |
i'm assuming you know how to set off triggers through abilities set the target point to a variable and turn on a trigger that goes something like periodical every 0.1 seconds while distance between exploding point and original point < 800 set exploding point == original point with polar offset X and distance Y create SE flamestrike @ exploding point pick units in 32 of exploding point and do damage create perm terrain deform at exploding point X == X + 1 Y == Y + 16 or do it with a for loop or repeating trigger, whatever, just throwing out ideas for bird do roughly the same thing to make it go around in a circle, and periodical a trigger that creates eggs and sets their flying height to 280 or something you'd probably want another periodical that sets the flying height of eggs == flying height of eggs - 40 if flying height <= 0 then kill egg, pick units in range and do damage |
| 09-07-2003, 06:34 AM | #11 |
Raptor, it sounds like you know what your talking about but im still new to all this so let me show u what I got currently and maybe you can explain in greater detail First Trigger: setup Events Unit - A unit Begins casting an ability Conditions (Unit-type of (Casting unit)) Equal to Archmage (Ability being cast) Equal to Blizzard Actions Set spell_caster = (Casting unit) Set PointX = (Position of spell_caster) Set AngleX = 0.00 Set DistanceX = 0.00 Trigger - Turn off (This trigger) Trigger - Turn on target <gen> Second Trigger: target Events Time - Every 0.75 seconds of game time Conditions Actions Set AngleX = (AngleX + 40.00) Set DistanceX = (DistanceX + 50.00) If (AngleX Greater than 360.00) then do (Set AngleX = (AngleX - 360.00)) else do (Do nothing) Special Effect - Create a special effect at (PointX offset by DistanceX towards AngleX degrees) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl Environment - Create a 0.50 second Permanent crater deformation at (PointX offset by DistanceX towards AngleX degrees) with radius 100.00 and depth 64.00 Environment - Create a 4.00 second Depression ripple deformation at (PointX offset by DistanceX towards AngleX degrees) with starting radius 100.00, ending radius 200.00, and depth 64.00, using 1.00 second ripples spaced 50.00 apart Unit Group - Pick every unit in (Units within 100.00 of ((Center of (Playable map area)) offset by DistanceX towards AngleX degrees)) and do (Unit - Set life of (Targeted unit) to ((Life of (Triggering unit)) - 100.00)) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions DistanceX Greater than 1600.00 Then - Actions Trigger - Turn off (This trigger) Else - Actions Do nothing Problems I have now: 1.Units do not get damaged. 2.Spell effect goes off in center of map when game starts. 3.When Flamestrikes go off as they go in the spiral motion the distance between them grows, I want them to go right next to eachother. As for second one, I have not a clue and I need you to again explain in *trigger for dummys* emote_confused emote_sweat :ggani: |
