| 01-19-2004, 12:58 AM | #1 |
was wondering how u can make dodgable missiles. i tried changing projectile speed but it still hurts u. and i tried a kabooming unit. but it still doesnt work. i just need the part of the trigger that detects that u have been hit by a unit, such as uther party with the salamander sizzle thing. plz help |
| 01-19-2004, 01:03 AM | #2 |
Artillery weapons have a chance to miss. |
| 01-19-2004, 01:21 AM | #3 |
Yeah, either look at it's stats and figure it out, or a base a unit off of artillrery and change the model, etc. |
| 01-19-2004, 01:31 AM | #4 |
Weaadder is correct. Artillery attack type Missle homing False and a slow projectile speed And poof, a dodgeable missle. |
| 01-19-2004, 09:55 AM | #5 |
Alternatively, if you want to set the chances of the dodge working, you can use a curse effect on the attacker, or give dodge to the defeder, either one makes it possible to set variables for just how likely the dodge is to work. |
| 01-19-2004, 03:16 PM | #6 |
But using artillery will only allow for damage in a single area (where the attack was targeted to) so even if you were to stand infront of the missile it would still pass through you and continue to the targeted area. If you wanted something more like the salamander in uther party then that's really simple, just create wisps with countdown timers and give them immolation, and order them to a polar offset based on the casting unit's current facing angle. I believe that's how it was done in uther party. |
| 01-20-2004, 03:05 AM | #7 |
thanks for the help, it will help a lot. :D but, one thing about the wisp with immolation, how do u get it so that the wisp can go through units? thanks for all the help. |
| 01-20-2004, 03:13 AM | #8 |
no wisp with immolation... you're making things too complicated! Just use a summonable unit with Carrion Swarm or some other form of that ability, make it very narrow and slow moving. BANG, a dogable missle. |
