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Burn down the keeps!!

05-05-2004, 04:57 AM#1
Kiradacon
Hello again, I am having a bit of a problem with one thing. I want archers to be able to shoot flaming arrows that light the ground on fire for additional damage. So basicly a demolisher with an archers body and stats, however I want the look of the arrow to be the Searing Arrows. I also want the archers to only be able to do the flaming arrow every 20 seconds (wich I will just make it cost 10 mana, and give the a .50 regen). I have experimented and tried to get this right 5 times. Its late so I figured I can post it here and sleep on it. My biggest problem is to get the arrow to light the ground on fire, it just hits the unit and thats that. Id like the arrow to be able to shoot the ground (like a tower) so they can burn the inside of a keep from the outside without having to see any targets. Please post any information you think can be helpful.

So thats costs 10 mana, lights ground on fire, has Searing Arrow projectile look, and can be fired at the ground like a tower. I'm gonna give it a slower projectile speed and a nice arc, it will look really cool with a full group of archers, defending or attacking ^_^

-Kiradacon
05-05-2004, 05:40 AM#2
th15
The demolisher's burning oil upgrade only works if the attack type is artillery.

You might try using the batirider's skill instead.

As for making it cost mana and only happen every 10 seconds... thats a little difficult.

What i would do is to use the archer's custom value to store when it has last fired a fire arrow. If it is time for the archer to fire another fire arrow the triggers will stop the archer from firing and spawn a dummy unit that will actually fire the fire arrow.

You'd need a trigger to set custom value of the archer to 1 when the archer uses fire arrow, wait 10 seconds then reset custom value to 0.

You'd need another trigger that goes off when the archer attacks and custom value is 0. This trigger will spawn the dummy unit with the actual flaming arrow attack. This trigger will also check for mana.
05-09-2004, 03:37 AM#3
Kiradacon
Well I tried the batriders skill, no luck there. As for your "dummy" idea I'm sure its effective but far too hard for me to understand and use. I tried another 3 times, this time I tried to take the demolisher and just take its model and make it archers. The burning oil worked but there were still problems. I tried to fit Flame Strike into the ability but that failed. I got some other neat things added to the map like ability to hire named powerful Guards to defend parts of the keep and catapult defences. Also added 3 new heroes with full custom abilities while stumped on the Flaming Arrows idea.

Anyone else have any suggestions on that ability? It doesnt HAVE to cost any mana but I do want it to be delayed so the archers will shoot normal arrows for a while then be able to launch a nice flaming arrow into a crowd. Maybe 25 seconds of waiting would be good. I would like to be able to fire at the ground like towers can if possible. This way a nice group of archers can rain fire into a keep without needing to see whats in it first.

Alrighty time for some DAoC New Frontiers action, gl hf everyone
-Kiradacon
05-09-2004, 06:24 AM#4
th15
First of all the archers would HAVE to have the attack ground command because otherwise the burning oil ability will have no effect.

Alright, give the archers the burning oil ability to start. Next, add a trigger that sets the custom value of the archers and any archers produced mid-game to 1.

Then add the following trigger
Code:
Event:      Unit is attacked
Condition:  Unit-type of attacking unit = archer
               AND
               Custom value of attacking unit = 1
Actions:      Wait 0.5 seconds (this wait period MUST be less than the archer's cooldown but not too short)
             Set custom value of attacking unit = 0
             Remove burning oil ability from attacking unit
             Wait 25 seconds
             Add burning oil ability from attacking unit
             Set custom value of attacking unit = 1

If that doesn't do it for you I'll whip up a simple demo map (it's all of 2 triggers anyways). Also, if you do want the skill to cost mana then you'll just have to write an extra condition that checks the mana of the attacking unit and another action that decreases the mana of the attacking unit. That first wait action in the above trigger is there to allow the archer to complete its attack with burning oil before removing the ability (i.e. we don't want to remove burning oil prematurely).
05-09-2004, 09:47 AM#5
Anitarf
About your trigger, I'm still not sure of this, maybe you can answer me, are you sure that it works? I mean the "wait" command... Are you sure that during that wait, when other triggers may trigger, the "attacking unit" remains the same? I know that variables would get reset, but maybe event responses are more than just variables and are stored for each individual trigger?
05-09-2004, 10:03 AM#6
th15
Event responses maintain themselves for the duration of a trigger (and any trigger run using the "trigger - run trigger command". Trust me, I know what I'm doing...

In any case it's precisely because variables get reset that I'm using the unit's custom value for the trigger.