| 02-13-2004, 10:17 AM | #1 |
I got two issues actually, #1st, most importantly right now, is that I need to make an ability where a unit throws a grenade (as a spell that is - using the mortar or a custom as the missile art). I want the unit to be able to target ground, and the only type of attack thich seems to allow this is the artillery-type of attack. So I wondered if there was any way to use such an attack as a spell, since whatever I do, spells always require units to be targeted. The spells that DO allow ground to be targeted (that flame strike is perfect for the job for that matter) don't have your unit throw anything at the place of destruction, so I could have the place blow up real nice, but there never was a grenade actually being thrown there. Anyway to combine such elements of magic and attacks? #2nd, which is puzzling me right now is how to alter the moment of missiles actually being fired (so the missile is fired at the exact right time in the animation), and how to alter the possition from which such missile is fired (so it actually emits from a gun instead somewhere halfway of the body). I'm not sure whether this last question belongs in the modelling section or here, since I don't know whether this requires mdx-alteration, or slk-alterations (to which I am terribly unfamiliar) Thx, Stuff |
| 02-19-2004, 06:37 AM | #2 |
#1. I don't think this is possible with spell editing. Try asking in the mapdev forum. #2. It should be Art - Projectile Launch, but I'm not too sure about this one. I'll edit in the answer when I've clarified. If you can't wait, just fiddle around with all the Art - Projectile option things. |
| 02-19-2004, 08:47 AM | #3 |
2nd thing is solved already.. for combining different abilities.. well.. I'll figure something out.. I'll ask around. thx |
| 02-26-2004, 05:41 PM | #4 |
there should be some sort of projectile launch height X = 150 and so on.. |
| 02-26-2004, 08:35 PM | #5 |
lol make a system of sliding also that woudl be awsome heeehehhe by making it move and setting how far to a varable. but the only problem is if it hits something |
| 02-27-2004, 03:29 AM | #6 |
try using triggers so when you cast the spell a second one is activated. For example modify storm bolt so that it is a dud spell (does nothing) and when it is cast it triggers flame strike at the target. Or you could do it the other way around. use delays to time it right. I dont know much about trigger enhanced spells i just know it could be done. why dont you submit the spell when it does. |
| 02-27-2004, 10:28 AM | #7 |
Yeah, I've been working on that. That is; I've been thinking about that (been busy on modelling). I've got some ideas to try out, but have yet to see if they work. If I got something that works, I'll post it, no problem. |
