| 10-15-2003, 11:09 PM | #1 |
Hey yall! I have a question about barrage... I cant seem to get it to work as a hero ability, and i dont know why, oh and i already set it so that it doesn't have to be researched so dont tell me that... also, how do you make a channeling spell, eg. arial shackles, non-channeling? any help would be appreciated thankyou:D |
| 10-15-2003, 11:31 PM | #2 |
Barage has some bugs. One is that. You cant |
| 10-15-2003, 11:41 PM | #3 | |
Quote:
Your wrong. I have a hero ability based off barrage called "Multi-shot". At level 1 the hero can shoot 3 targets at 1 time At level 2 the hero can shoot 4 targets at 1 time At level 3 the hero can shoot 5 targets at 1 time It works fine. As for your making a "channeling spell = non-channeling" the only way I know of to do it is the following: 1. Make an invisible unit, with a very small scaling and no collision that has the spell you want to be non-channeling 2. Make a dummy spell that targets a point. 3. Trigger: Code:
Event Unit finishes casting a spell Conditions Spell being cast is equal to "DummySpell" Actions Create "InvisiCaster" at point(Target of spell being cast) Give last created unit Generic countdown timer with ## seconds Order unit(last created unit) to cast "***" targeting point(target of spell being cast) "DummySpell" = The spell you made in step # 2 "InvisiCaster" = The unit you made in step #1 ### = 1 second longer than the length of time the spell normally needs to be channelled *** = Spell you no longer want to be channeling |
| 10-16-2003, 12:23 AM | #4 |
Hey i have a question for the channeling spell. The channeling spell i made has 3 levels, how do i create a trigger that can identify what lvl of the channeling skill my hero is casting, i cant seem to find the right comparison. All i can get is that my hero casts this spell. I have 3 inivisble casters, one with each lvl of the skill the hero is casting, i was planning to have the trigger know what level the skill is and create that specific invis caster that has the same skill level. Or is there a way to store the the skill levels of my heroes's skill as a variable? Is there a way to have the Sentinental skill casted on a unit? anything that isn a tree also, the barrage skill u made was awesome, I have a problem with it though. My hero has multishot and searing arrows, if i auto-activate searing arrows before i learn multishot, multishot overrides my searing arrows and it has to be manually activated for every shot afterwards. There's no problem learning multishot first then searing arrows, although i was kinda hoping the searing arrows would convert all the multishots into searing arrows also |
| 10-16-2003, 01:05 AM | #5 |
shadowlight the only thing you can do to know the level of a spell a hero know is to make a integer variable for each instance of the spell, and then use the event "Unit learns an Ability" increase the integer by 1. There is no way to directly access what level a spell a hero knows is. As for the multishot, I never ran into that particular problem with it, although I did note that only one of the arrows gets the searing arrows. The only suggestion I have to that is when a hero learns the ability Searing arrows, if the hero doesn't already know multishot, make a trigger that unlearns searing arrows, and warns the player that learning searing arrows before multishot will make searing arrows have to be manually cast. As for the "Sentinal Spell" being cast on any unit, check "Combat - Valid Targets" field in the editor and modify it to what you want to target. PS Panzer_Fusion I would have attached my "Multishot" ability to this thread for download (it only takes like less than 2 minutes to make it...) but I currently am on my way out the door, but if no one gives you a working version of the spell by the time I get back I will make it and upload it for you. |
| 10-16-2003, 05:27 AM | #6 |
AllPainful, I'd appreciate seeing your demo, if you're willing. |
| 10-16-2003, 07:30 AM | #7 |
Attack buffs over-ride each other. This includes orb abilities, searing arrow type spells etc. |
| 10-17-2003, 12:40 AM | #8 |
Here. This has 3 levels. Level 1 - 3 Targets Level 2 - 4 Targets Level 3 - 5 Targets In the attached map the hero is level 10 with no skill points spent, and is surounded by enemies, none of the enemies have attacks or special abilities, and they don't flee so they will just stand there while you shoot. The hero has Searing arrows, Black arrows and Frost arrows and the multishot ability, and the only one that doesn't work with Multishot is Frost arrows. Searing arrows and Black arrows will still only target 1 unit, but other "Multishot" projectiles will still be launched. This does NOT make Searing arrows or Black arrows target more than 1 unit. Heres how the spell works: 1. The spell does the regular units damage plus whatever bonus damage is set in the spell to ALL targets (In this case 1 extra damage, setting bonus damage to zero causes problems so don't do it) 2. The Projectile art field can have multiple entries. In this version there are 3 different arts... You will notice this when the hero attacks. It randomly chooses one of the 3 projectile arts for each projectile fired. NOTE: The number of "Arts" you have effects the number of targets!! SEE Target Math!!!!! NOTE2: The projectile art field OVERRULES the projectile art of the unit that has the ability, even when only firing 1 shot. NOTE3: You CAN (and may want to, see Target Math) have more than one of the same projectile art listed. 3. Maximum number of targets field. NOTE:Sounds obvious, but doesn't work the way you would think! SEE Target Math!!!!! 4. Area of Effect = Range of the Multishots attack. NOTE: This effects the units range EVEN if unit is only targeting 1 thing. 5. Max damage set to 0 (Which means unlimited) if its set to anything else it too can cuase problems because hero units damage changes as it levels up... So if you set this to say 100 and the hero does 75 damage a shot, then even if you have multishot set to shoot 4 shots, due to the damage limit the hero would only shoot 2 shots. If you want to use the spell, the easiest way would be to export the Abilities in the attached map (DON'T Export everything, I modified 2 of the units, the wisp and the PotM.) and import it into your map and change the Fields mentioned above. If you use it, I don't ask for credit for it, but I do ask that you don't claim you made it. It doesn't bother me not to get credit for something but it DOES bother me when someone claims credit for something they didn't do. Target Math The number of "Art - Projectile Art" entries in the object editor effects the number of targets. The minimum number of "Art - Projectile Art" entries you should use is 1. But for each additional "Art - Projectile Art" entry 1 extra target is allowed. So 3 arts in the "Art - Projectile Art" field = 2 extra attacks. You must also consider the "Maximum Targets Allowed" field. It effects the number of target EXCLUDING the extra attacks granted by the "Art - Projectile Art". So the formula for figuring number of targets is: (# of projectile arts in field)-1+(# in maximum number of targets field) So using the above formula, the follow is how the number of targets in my example map is figured: Code:
Level 1 = 3 Arts = 2 extra attacks
+ 1 Maximum number of targets
= 3 Targets
Level 2 = 3 Arts = 2 extra attacks
+ 2 Maximum number of targets
= 4 Targets
Level 3 = 3 Arts = 2 extra attacks
+ 3 Maximum number of targets
= 5 TargetsIn other words, think as the number of Arts as the BASE amount of attacks, and the set the maximum number of targets to adjust it for additional levels. |
| 10-18-2003, 03:12 PM | #9 |
Hmmm.... thx for the thing on channeling spells, but the barrage thing isn't quite what i want... You see, i have a steam tank hero, and i want it to have a passive ability called "Missle Rack" that fires at all nearby air units... This is what i can't get to work, the passive ability part... Oh, and btw, when you put barrage on a building, it doesn't work either for some reason, (lol, instead in just turns the building into a siege engine) so any ideas on that? Thx in advance:D |
| 10-27-2003, 06:24 AM | #10 |
Question: what do the Cooldown and Duration fields do? They affect shots fired, and I remember BWood saying something along those lines (damn the lack of search on bnet forums) but I can't figgure out exactly how. |
| 10-27-2003, 09:31 AM | #11 |
u gave it the wrong barrage ability :) or u gave it tha barrage upgrade cuz researching barrage replaces all siege engines with the ones that has barrage (like trolls in berzerkers) so u might want to check what u gave it :) |
| 10-28-2003, 09:31 PM | #12 |
Anyone know what cooldown and duration do ? |
| 10-28-2003, 09:35 PM | #13 | |
Quote:
Well, for that just use the "Multishot" ability, but change the "Valid Targets" to air units only. My "Multishot" ability IS a passive ability. And my "Multishot" should work fine as a building ability too.. I think you might be editing/using the wrong barrage. Cooldown- The higher this number, the longer the time before the unit can use the "Multishot" or "Barrage" again. Duration- I unfortunatly don't remember exactly what this does... |
| 10-30-2003, 02:00 AM | #14 |
Duration seems to affect shots fired, since I've got 1 target art, 2 max targets, but the structures I'm working with end up firing 5 (I think) shots... I remember that BWood said that field was mis-labeled and is really something else, but I've asked on the battlenet forums again (since the post has disappeared) but noone knows and he must have not read the post in full... |
