| 05-10-2004, 09:38 PM | #1 |
I'm making sort of a realistic shooting map, where you have to aim at enemies in order to hit them with an ability. I need too know how too: A.Make them dodgable in the first place and B. Allow the abilities to target ground, and go in a straight line (so for someone running, you would aim ahead of them to line the bullet up with their moving unit perfectly.. otherwise mising). This is kind of like the system used in most sniper games nowadays. Pls help.. i cant figure this out.. |
| 05-10-2004, 09:47 PM | #2 |
Well, i would make a spell that summons a ward and has unlimited range, make the ward a units with locust abilty and invs, so no one can see it, then make another unit that would be the bullet give it a immolation ability, and give it whatever model, and give it a pretty fast movment speed, have the ward's summoned time like 1 second. Once the ward is placed, make a trigger Event Unit enters (playable map area) Condtion Entering unit equal to (target) Owner of unit equal to (player 1) Action Animation play (Reds Hero) (shoot) animation Create a (bullet) at (Postion of reds Hero use a variable) facing postion of entering unit Order (last created unit) to move to postion of (entering unit) Change Ownership of (last created unit) to (neutral hostile) wait 10 seconds Kill (last created unit) This will make the bullet spawn out of the hero and go toward the target, then after a lil bit die. This should work, and changing the ownership will stop the player from controling it. |
| 05-10-2004, 09:58 PM | #3 |
2 problems with that... If it is a unit it will take up space, and will serve as a blockade for other units.. and, anyone near the bullet after the time it is shot will get constantly hurt by the immolation... plus i was hoping ofr a simpler way.. But, thx anyways. |
| 05-10-2004, 10:15 PM | #4 |
Set Pathing and Collision size to 0. Boom, walk right over it. And what he said is a way to do it, but slightly inefficient, make it an invisible/Locust/No Collision Serpent ward, when it summons, it will attack the first target, just make it's attack dodgeable, I believe that is done by making the Attack Type Artillery and Homing = False. |
| 05-10-2004, 10:15 PM | #5 |
Make a custom spell that effects area base off something like dispel. And make a trigger to cause damage to the units affected. If you put a delay on the spell the enemy unit could move out of the spell's affect. You could try aiming ahead, too, when using the spell. I think that would be cool. |
| 05-11-2004, 04:02 AM | #6 |
Wouldn't it be easier just to use a modified shockwave/carrion swarm? |
| 05-12-2004, 02:30 PM | #7 | |
Quote:
I use them on my map as an attack that you can target ground and then a knife will be thrown and damage all units in AoE (Area of Effect), and it works really good! |
| 05-12-2004, 06:54 PM | #8 | |
Quote:
Yeah thats probably the best way, i am alwaying doing things the hard way =P |
| 05-12-2004, 06:56 PM | #9 |
If you want single-hit projectiles, then just make a trigger that, when a unit dies, the trigger removes the killing unit (if it is your bullet). I believe it should work, killing with immolation is registered and the killing unit documented in the same way as killing with an attack. edit: OR, just set the maximum number of targets for the shockwave spell to 1. :) |
