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Skill Problem: The classic "Charge" ability.

03-24-2004, 04:00 PM#1
GreyArchon
Hey folks. For an RPG map, I'm trying to make a "Charge" ability for my Swordmaster. This ability is the same as the D2's Paladin 'Charge'. It quickly moves the caster towards the target, leaving an after-image blur, and stuns upon hit.

I based it off of Storm Bolt. No graphic, just damage. Now it's up to triggers.

When casting Charge
Instantly move (casting unit) to (position of target) with polar offset 500, facing (position of target)
wait 0.07 seconds.
Instantly move (casting unit) to (position of target) with polar offset 400, facing (position of target)
wait 0.07 seconds.
Instantly move (casting unit) to (position of target) with polar offset 300, facing (position of target)
wait 0.07 seconds.
Instantly move (casting unit) to (position of target) with polar offset 200, facing (position of target)
wait 0.07 seconds.
Instantly move (casting unit) to (position of target) with polar offset 100, facing (position of target)


Something similar like this. I used a second model without collision, ethereal and Locust, to make the after images.

Unfortunatly, it won't work well. After casting the ability, instead of moving towards the target, the casting hero moves towards the Center of the Map.

I've tried almost all combinations of triggers with (point offset) and (radial point), but none seem to work. Are there any other ways to achieve this? :)
Thanks in advance.
03-24-2004, 06:03 PM#2
BattleBotv8.2
Did you use targeted unit of ability being cast?

Also if a unit casts another ability it messes up the spell, so try making targeted unit of ability cast to a unit varible and casting unit. Then try to use move unit with polar offset using degrees which is math angle between points. Point of unit varible 1 and unit varible 2.
03-24-2004, 09:29 PM#3
Balthamos
Ok, I'm pretty sure if you say "target point" or anything like that, and you're using the wrong event, and technically that value is empty, it'll just revert to the centre of the map. Tell us what event you're using as well, perhaps "unit starts the effects of an ability" and then use "casting unit" and "target unit of ability being cast" for the actions, would be best in this case. See how that works out.
03-24-2004, 10:21 PM#4
GreyArchon
Right-o then, here's the full deal.


Code:
EVENT:
Unit - A unit Finishes casting an ability

CONDITION:
(Ability being cast) Equal to Charge 

ACTIONS:
Wait 0.20 seconds
Animation - Play (Casting unit)'s Stand Ready animation
Unit - Move (Casting unit) instantly to ((Target point of ability being cast) offset by 500.00 towards (Angle from (Position of (Casting unit)) to (Target point of ability being cast)) degrees), facing (Target point of ability being cast)
Unit - Create 1 Swordsman Image for (Owner of (Casting unit)) at ((Target point of ability being cast) offset by 600.00 towards (Angle from (Position of (Casting unit)) to (Target point of ability being cast)) degrees) facing (Position of (Target unit of ability being cast))
Animation - Play (Last created unit)'s Stand Ready animation
Unit - Turn collision for (Last created unit) Off
Wait 0.07 seconds

Then the actions repeat about 5 times, all the time decreasing 100 off of the Offset.
Hope this clears things up. As it is now, I think it ought to work, right?

Well, in theory. ^_^
03-24-2004, 10:26 PM#5
Anitarf
Also, wait commands are a pain, because they allow other events, other triggers to happen while the trigger is running and many variables could get reset while waiting. This is one hell of a pain for multi-instancability, when you want multiple heroes controlled by multiple players to be able to use any ability at any time; it just means that after any wait command you have to re-define a whole bunch of variables, and in cases when you have multiple wait commands like in your trigger, that can lead to a very long trigger.
03-24-2004, 11:26 PM#6
GreyArchon
Quote:
Originally Posted by Anitar
Also, wait commands are a pain, because they allow other events, other triggers to happen while the trigger is running and many variables could get reset while waiting. This is one hell of a pain for multi-instancability, when you want multiple heroes controlled by multiple players to be able to use any ability at any time; it just means that after any wait command you have to re-define a whole bunch of variables, and in cases when you have multiple wait commands like in your trigger, that can lead to a very long trigger.

Would it help if I said only one player is able to control this hero, and only this hero has this skill?
03-25-2004, 12:12 AM#7
BattleBotv8.2
Make 1 unit per player have the spell to decrease trigger amount. Then have a trigger for each player and make it unit player event, if unit begins casting xability, then do x.
03-25-2004, 09:06 AM#8
Grater
"Target unit of ability being cast" does not work for "Unit finishes casting an ability" and you shouldn't use that event in any case (except for flamestrike), use "Unit begins the effect of an ability" instead.
03-25-2004, 12:29 PM#9
ThyFlame
Might want to add a shockwave SFX, with proper animation speed. Would give it added appeal.