| 11-17-2003, 09:33 PM | #1 |
I've been trawling the forums, looking for something on this, but to no avail... I'll give you the gist of the spell, and I'd really appreciate if someone could tell me how to do it. I'd prefer like the code GUI or Jass (I don't think it's necessary, but if it is, then why not) so you don't have to put up some nice sample map & trigger for me :D On to the spell! Song of Awe The Bard will sing a song, filling his opponents with awe and slowing all of them. Those closer to her will get stunned. The range and duration of the spell increase as you increase the level. Here's what I have: Trigger 1: Song of Awe Learn E: Skill learnt A: = <Song of Awe> C: set A_SongOfAwe[X] = A_SongOfAwe[X] + 1 >>where A_SongOfAwe is my array variable to store the level of the spell Trigger 2: Song of Awe Activate E: Skill used A: = <Song of Awe> C: set X = <number of player> Countdown Timer - A_SongOfAweTimer[X] = (((A_SongOfAwe[X] x 10) + 10) sec One shot set A_SongOfAweGroup[X] = Units within (((Real(A_SongOfAwe[X] x 50.00) + 450.00) of Position of (Casting Unit)) matching ((Matching Unit is an enemy of Player 1) and (Matching Unit is alive)) Unit Group - Pick every unit in A_SongOfAweGroup and do [Actions] - Special Effect - Picked unit <SlowCaster.mdl> - Set (Picked Unit) movement speed to (Default mvt speed of (picked unit) / 2.00) Unit Group - Pick every unit in Units within (((Real(A_SongOfAwe[X] x 50.00) + 250.00) of Position of (Casting Unit)) matching ((Matching Unit is an enemy of Player 1) and (Matching Unit is alive)) and do [Actions] - Special Effect - Picked unit <Thunderclap.mdl> - Unit - Pause (Picked Unit) Trigger 3: Song Of Awe Deactivate E: A_SongOfAweTimer[X] expires >> I have 4 lines for 4 players A: C: set X = <number of player> Unit Group - Pick Every Unit in A_SongOfAweGroup[X] and do (Actions) - Unit - Set (mvt spd) to default mvt spd of picked unit - Unit - Unpause (picked unit) ------ Right, that's it. So the questions are: 1) is there a cleaner/more efficient/or simply just better way to do this? I had toyed with Range1: Unit - Order unit to <Slow> Picked Unit Range2: Unit - Order unit to <Storm Bolt> Picked Unit But that didn't work at all.... 2) how do I cancel the animations over the heads of the affected units? The Thunderclap doesn't disappear, and I can't seem to find the proper thing to get rid of it. The only one is Destroy animation, and it will only destroy the last one, which may not be those referring to A_SongOfAweGroup. Thanks in advance. Edited because: Please use more appropriate thread subjects. |
| 11-17-2003, 09:46 PM | #2 |
try mixing warstomp and thunderclap.... so, make a dummy spell, which will summon an invisible unit that has (small range) warstomp and (big range) thunderclap, no cooldown, no mana cost. u know the triggers, so i'll just give u the after trigger :) E:unit enters <whole map> C:entering unit is <dummy summoned unit> A: order unit to warstomp wait 1 sec order unit to thunderclap remove entering unit from game try something like this.... |
| 11-17-2003, 10:00 PM | #3 |
Create a dummy unit, give it the Tornado Slow Aura, and a custom warstomp with no damage, no cooldown and no mana cost, 5 second duration or something. Give it Aloc ability too, and make it's model ".mdl" or try using "bugger" as a model. When Bard starts channeling "Song of Awe", create that dummy unit for (owner of Bard) I mentioned above at the position of the bard, that will make the slow aura affect all units in range (but won't add the slow spell art, not sure if you really need that but you can do that with triggers if so). Make a new action to turn on a new trigger, say 'song of awe stun'. And when the time of this trigger is up make this trigger turn off "song of awe stun" trigger. That song of awe trigger should NOT be initially active, because it's going to be based on game time, make it order the dummy unit to cast warstomp every.. 1-3 seconds or whatever works, (too fast and it may just do nothing because of casting delays). I hope that helps. This won't work if you are using abilities based from slow aura because they won't stack.. otherwise should be fine. |
| 11-17-2003, 10:36 PM | #4 |
Hmmm.... Is there any way to stomp without the deformation to the ground? A little queer to have a song that has such great effect on the landscape :D |
| 11-17-2003, 10:41 PM | #5 |
You can always import a blank .mdl for the stomp effect. First, find out the pathway used by the Warstomp art (either by using WinMPQ or checking out the pathway under Special Effects). Then go to the import manager and import a blank file. Set the custom path of that file to the path used by the warstomp effect, and you won't see anything change when the effect goes off. (This has the side effect of removing the artwork entirely, so if you want a unit to make that effect, you'll have to figure something else out). |
| 11-17-2003, 11:05 PM | #6 |
Oh well, I'll leave it as it is for now. I created two SongOfAwe units because I didn't want the delay between the two effects. It's working nicely now :) Thanks a lot everyone. btw, final n00b question.... what and where is Tornado Slow Aura? I can't seem to spot it... haha.... 0_o |
| 11-17-2003, 11:15 PM | #7 |
In the Ability editor, look under Neutral Passive, Units --> Then find it under that listing, should be a question mark ability. |
