HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

"Jumping" via spell editing

09-08-2003, 06:21 PM#1
Triceron
Greetings all!

I'm a newcomer to this forum but I've been around in the modeling and animation forums for a while now (Practically a year). I've got a few models worked out and I feel that I should learn a bit of SLK editing if I'm gonna try my hands at making custom spells.

I was thinking of using a "Jump" ability but I can't figure out exactly how I should go about making this type of ability. The conditions would be similar to Blink, but with a longer cooldown and travel time in between. Most similarly, I want this ability to be like the Barbarian's Leap Attack in Diablo 2. I was wondering if this is possible.

Basically this spell would be cast on a spot like blink, and the unit would then "jump" to the furthest it can in that general direction. There would be a 1/2 second delay where an animation of prepping a jump would occur (Will custom animations be able to be tied to spells like this?) and the unit would simply be translated in height and distance over a brief period of time. They can not be targetted in air.

I already know Blink works on distance and spells like Cyclone can affect unit height, but how would I go about adding both to a unit while having it travel over time?
09-09-2003, 12:16 AM#2
HarlequinKnight
I am also very curious to this question, as units that "jump" is a cool idea. I've seen it done kinda, but not nearly like what he wants. I *thought* it would be possible to hide the unit after he uses the ability, make a model appear over him, make him jump using the model as a projectile, then unhide him, appearing at the target spot. I haven't actually tried it, and I'd imagine it would take some work.....

Hmm, *runs off to try it* :foot: