| 02-19-2004, 05:16 PM | #1 |
Question: Is it possible to change the delay between shadowstrike poison ticks? Because I want it so that it does 70 strike damage, then 70 damage every 0.2 seconds for 1 second. Unfortunately, I dunno how to change the "poison delay" of it. Can you do this? How? Oh, and secondly, I need an ability like this: The hero casts the spell, and starts channeling. For the channeling duration(20 seconds in this case), energy balls(the same projectile used by the Frost Maiden in DotA) will fly in 7 directions in an arc centered in front of the caster, each second. Each ball does 20 damage to every unit it hits, and poofs after a certain distance(like, say, the edge of the caster's view). How would I do these two things? I've been making a map for nearly a year now, and the ONLY thing I don't have finished on it, is THESE TWO THINGS. |
| 02-19-2004, 05:50 PM | #2 | |
Read the Extended tooltip for the ability, they're quite informative. Level 1 reads: Quote:
So Cast1 is the interval between damage, and Dur1 is how long it lasts. Use Ctrl+D to display the stuff as raw data to find the Cast1 and Dur1 fields As for the other thing, that'd require alot of math and trigger work, which I haven't the time to even fathom how to go about doing. As a graphical effect, it could be cool -- but I'd frown upon the damage thing since (I think) "channeling" an ability doesn't require mana -- it's the casting part that uses it (unless you mean to say that the ability is channeled, like starfall). To detect when the ability starts being channeled, use the "Unit begins Channeling an ability" event and do an Ability comparison... from there, you'd have to create the units and use a (likely complicated) formula to have the 7 units move in an arc. And then all the while, check for units that come within range of them (tehre's an event for that, I believe) and subtract their life ...... OR, better yet, you could give them each immolation... yeah, that's definitely better. Anyhoo.. good luck |
| 02-19-2004, 06:44 PM | #3 |
Cool, thanks, wasn't sure if there was a field for that or not, now I can make my divebomb ability! Yay! As for the second ability, I meant it was channeled. What it does is(at level 1) costs around 125 mana(can't remember off the top of my head), and for 20 seconds(during which the hero is channeling the spell) 7 fireballs fire in 7 directions each second, going in an arc away from the caster. Kinda like..... The firestorm spell in Diablo 2 for the Druid, only it's a larger arc, a the projectiles don't move randomly(they go straight in the direction they are fired), and it shoots energy bolts instead of fire trails. |
| 02-19-2004, 06:47 PM | #4 |
I figured that, thinking of that D2 spell, after I had some time to think about what you were saying. Still, making an object move in an arc would require some heavy-duty coding, but I have seen samples of it before -- do a google or forum search for it. I dunno what site it was, but it featured a number of impressive custom trigger abilities -- making pentagons in the ground and such stuff. Those people could probably do it for ya. |
| 02-19-2004, 06:52 PM | #5 |
Oh ooops, an add on, forgot something. I essentially think the best way to do this is to have it spawn 7 wisps with really fast move speed and a 20 dmg/second immolation aura, then spawn them in an arc centered in front of the caster, and send them in 7 directions, and repeat every second for 20 seconds, or until channeling is stopped. Only problem is I suck at triggers so I would need a premade trigger cuz I don't know how to: Spawn them in an arc centered on the caster Send them all in 7 directions relative to the direction the caster is facing. Spawn them every second for 20 seconds, then stop spawning them. Stop spawning them if the channeling is interrupted via a stun or another command being given. Everything else wouldn't be too hard, just give em 0 collision radius, a 20 dmg/sec immolation aura, max move speed, and invulnerability, and give them a timed life so they poof once they would have gone a certain distance. However, another option revealed itself to me just now. I could spawn 7 invulnerable, invisible wards in an arc centered in front of the caster(relative to which way the caster is facing), and have them fire a 20 dmg custom shockwave spell with the energy ball projectile art every second for 20 seconds in the directions they are spawned in relative to the caster. However, I still face the problems of: how to trigger them to spawn in the arc how to trigger them to fire in the appropriate directions how to make them poof if the channeling is interrupted So the second choice is simpler, but could someone give me a trigger that would do it? Nothing else has to be there, just host a map with the trigger data on it(make sure there are triggers for 4 seperate levels of the skill), so I can CnP, then swap variables where needed for damage/units/spell name/mana cost. If someone could I would GREATLY appreciate it. |
| 02-19-2004, 07:48 PM | #6 |
Unfortunately... I'm supposed to be rebuilding my own map today and haven't had more than 20mins to work on it 'cause I keep helpin people on the forums instead, so I haven't the time right now ^_^ However, to clairfy now, you want them to spawn in an arc around the caster? Or move in an arc from the caster? If you could do a little Paint drawing of where they spawn and how they move, that'd be helpful. Also, even collision size of 0 makes them hit stuff... use the unit trigger that disables collision. |
| 02-19-2004, 07:53 PM | #7 |
If you use the wisp method, instead of Immolation, I would suggest you say that when a special wisp enters within a certain area of a unit, set that units life to it's current life minus twenty. The Immolation could miss the target if the wisp moved by fast enough. |
| 02-19-2004, 08:12 PM | #8 |
And subtracting it's life could kill the unit without giving the kill to the player that casted the spell. The interval for immolation is something that can be set -- find a nice balance between the interval and the units speed. To test it, make a row of units have an invulnerable wisp move in a straight line past them ... then see which got burned more than once .. or were missed .. and adjust stuff accordingly. |
| 02-19-2004, 08:14 PM | #9 |
There is an equation for experience and kill numbers don't really matter. |
| 02-19-2004, 08:52 PM | #10 |
How would you know Shimrra? It really depends on the map. If it's like Footman Wars, where each kill gives you bounty and brings you a step closer to reaching the next tier, then every kill counts! And I don't think a solution is worthwhile if it forces you to attempt to manually do everything that Warcraft can already do for you. |
| 02-19-2004, 08:53 PM | #11 |
Ok, I think I need to specify EXACTLY what I mean. I'm talking about this: T T l T T l l l T \ l l l / \ l l l / \ l l l / \ l l l / \ l l l / \ l S l / \ S S / S H S Is a rather rough diagram of what I mean. T is where I want the projectiles to stop, S is where I want them to come from, and H is the hero casting the spell. The lines are the paths the projectiles would follow. Think of it kinda like a spread shot. That help? |
| 02-19-2004, 09:03 PM | #12 |
Yeah.. that helps alot. Find the formula for a circle and create a unit at 7 degrees of it (probably 1 at 90 [where the unit is facing] and 3 on either side of that). With the formula, it'd be easy to get that figured out, I'm just not sure what it is off the top of my head. Once you have the wisps in place, just order them to move to a point slightly further than they'll be able to reach. To get the point... use the current position of the wisp and offset it by.. something or another. You'd have to do some guessing and testing with this. But once you have the units in place (easy with teh formula for a circle) then the rest shouldn't be too difficult either. |
| 02-19-2004, 09:18 PM | #13 |
ARGH! stupid post is screwed up!!! it put everything along the edge instead of in the middle spaced correctly! sorry guys. Actually, assuming 60* is the spot on the circle that the hero is facing, I want to create a fireball at 0*, 30*, 60*, 90*, and 120*. Then I want to have them fire outwards from the hero, maintaining that orientation in degrees in relation to the hero's direction he's facing of 60*. That way they spread further apart the further they go. I want them to fire a full wave every second for 20 seconds, and need to be able to make 4 levels for the ability, and alter the damage of the fireballs. I also don't want to have problems with the "no exp and gold due to trigger death" problem cuz, as I said, I blow at triggering. So if any of you could supply the triggers in a map file, OR just post the triggers, I would REALLY appreciate it. |
| 02-19-2004, 09:23 PM | #14 |
Code:
T
T l T
T l l l T
\ l l l /
\ l l l /
\ l l l /
\ l l l /
\ l l l /
\ l S l /
\ S S /
S H SHrmm.. that does look much better.. Wee fun stuff I've never done a triggered ability before, but this looks like fun! I feel so bad for my map though -- progress again must be delayed for the better.. well, for my own enjoyment. Yes yes... excellent. |
| 02-19-2004, 09:36 PM | #15 |
Thanks a ton! Once it's finished, I will finally be able to start on the last handful of things needed for my AoS's test map!(All else I will need to add is spawn triggers, hero select triggers, and hero death bounty triggers). Once I have that done, I will be able to make a working version of it, although I dont have the custom models for my heroes yet, they aren't needed till a working version is done. |
