| 01-11-2004, 06:20 PM | #1 |
I made a spell that creates a shield around a unit, That shield is designed to attack units coming inside the shield, this works PERFECTLY. But just the units that the shield is made off is not really impressive so I'd like it if the units would cast a spell on each other (chain lighting) to add a cool effect. My problem is that they dont cast chain lighting (altered version). It appears that they are trying to cast it but that they are stopped by the move instantly function (not entirely sure) (this is quite necessary for me because i need the shield to keep up with the unit and i do not directly see another way to simulate this). Any suggestions??? Thx in advance. (Just ask if you want more details). *EDIT*: I tested it with preplaced units of the same type so that the trigger would not affect them and they DID fire the spell at each other so that's not what's wrong. |
| 01-11-2004, 06:23 PM | #2 |
1. Make sure the units have enough mana(they need at least 1, no matter what) 2. Make sure the castsing time is 0 3 Make sure the time on witch the units move(the intervul) is more then the casting animation legth of that same unit modle. |
| 01-11-2004, 06:32 PM | #3 |
1) Checked, they have 1000 mana, so thats not it. 2) Checked, the casting time is 0,(based off chain lightning, didn't change that). 3)The Far Seer (and some others) attack projectile model, (which i am using for my shield) does not have a casting animation, i assume the game takes that as a 0.00 seconds animation because it can cast (see above). Still, thanks a lot for trying. |
| 01-11-2004, 06:38 PM | #4 |
Hmm, I know that if the caster doesn't move and the target does it still works. Dunno how that helps :/ |
| 01-11-2004, 06:38 PM | #5 |
ok... what is the movment inteverel? |
| 01-11-2004, 06:42 PM | #6 |
Oh yeah, make the casting range infinite in case either unit is moving outside of it. |
| 01-11-2004, 06:48 PM | #7 |
dataangel: They don't actually "move" it's the move instantly command that moves them, I don't know if it's that what you meant but i'm not sure, if it is what you meant then i can say they they are both moved by the move instantly command. Hunter0000: The interval at which the move instantly commands for every "orb" are executed is 0.10 seconds, (that is such a short time because I need to make it look as if the orbs are going along with the caster unit). |
| 01-11-2004, 06:51 PM | #8 |
maybe make them have an attack with a cooldown of .01? You could make it bounce and give it the chimera lighning attack. |
| 01-11-2004, 06:53 PM | #9 |
They already use the chimeara's attack to attack enemy units. If you want to have more information about the 'following' trigger, here it is: Shield Must Stay Near Me Events Time - Every 0.10 seconds of game time Conditions Actions For each (Integer A) from 1 to 8, do (Actions) Loop - Actions Unit - Move OuterPowerBalls[(Integer A)] instantly to ((Position of Shin'Zu 0000 <gen>) offset by 400.00 towards ((Real((Integer A))) x 45.00) degrees) Animation - Change OuterPowerBalls[(Integer A)] flying height to 20.00 at 3600.00 For each (Integer A) from 1 to 6, do (Actions) Loop - Actions Unit - Move SecondLinePowerBalls[(Integer A)] instantly to ((Position of Shin'Zu 0000 <gen>) offset by 300.00 towards ((Real((Integer A))) x 60.00) degrees) Animation - Change SecondLinePowerBalls[(Integer A)] flying height to 65.00 at 3600.00 For each (Integer A) from 1 to 4, do (Actions) Loop - Actions Unit - Move ThirdLinePowerBalls[(Integer A)] instantly to ((Position of Shin'Zu 0000 <gen>) offset by 200.00 towards ((Real((Integer A))) x 90.00) degrees) Animation - Change ThirdLinePowerBalls[(Integer A)] flying height to 110.00 at 3600.00 For each (Integer A) from 1 to 2, do (Actions) Loop - Actions Unit - Move FourthLinePowerBalls[(Integer A)] instantly to ((Position of Shin'Zu 0000 <gen>) offset by 100.00 towards ((Real((Integer A))) x 180.00) degrees) Animation - Change FourthLinePowerBalls[(Integer A)] flying height to 155.00 at 3600.00 Unit - Move UpperPowerBall instantly to ((Position of Shin'Zu 0000 <gen>) offset by 0.00 towards 0.00 degrees) |
| 01-11-2004, 06:57 PM | #10 |
hmm, there lies the problem. I do belive that if you exparment with making the inteverl longer it should work.(oh yes and you do have the proper targets for the spell right?) |
| 01-11-2004, 07:02 PM | #11 |
Just before your reply I thought about making the interval longer so I made that 0.20 seconds and it worked!!!! YeeeeeeeHaaaaaaaaaaaa! Thx a lot all helping hands. |
| 01-11-2004, 07:04 PM | #12 |
great:D Can we get a quick screenie of this thing in action? it sounds interesting. |
| 01-11-2004, 07:12 PM | #13 |
Sounds like a great spell, I'd like to see a screenshot, as well. Just one question, though. Does it lag at all? 33 units all being moved every .20 seconds. If it doesnt lag that would be a really cool spell. Oh, and why dont you put Code:
Unit - Move UpperPowerBall instantly to ((Position of Shin'Zu 0000 <gen> ) offset by 0.00 towards 0.00 degrees) |
| 01-11-2004, 07:12 PM | #14 |
I'll try to make one ASAP. This baby is going to be in my new map which I am going to release very soon and will be completely unprotected. *EDIT* BTW: The Upperpowerball which is only one unit is not inside any of the loops. *EDIT*2: Does anybody have any idea why the chain lightning does insane damage to enemy unit while i put the damage to 0 and the targets allowed to Ancients??? That i find extremely weird. |
| 01-11-2004, 08:02 PM | #15 |
I took 2 screenshots. The ability is NOT completed yet because i need to give it a more hyperbolic shape (anybody suggest some heights?) but i couldn't wait to post :). Number 1: |
