| 01-31-2005, 09:26 AM | #1 |
I have a problem with this triggered spell leap attack, everything works perfectly except one little problem. i HAVE to change the unit movement type to FLYING for it to work, is there anyway around this? leap attack Events Unit - A unit Begins casting an ability Conditions (Ability being cast) Equal to Leap Attack Actions Trigger - Turn off (This trigger) Set leaper = (Casting unit) Set leap_start = (Position of (Casting unit)) Set leap_end = (Target point of ability being cast) Unit - Make leaper Invulnerable Unit - Turn collision for leaper Off Special Effect - Create a special effect attached to the chest of leaper using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl Animation - Play leaper's attack slam animation Animation - Change leaper's animation speed to 50.00% of its original speed Animation - Change leaper flying height to 300.00 at 500.00 Sound - Play GromYesAttack2 <gen> at 100.00% volume, attached to leaper Trigger - Turn on leap move <gen> Wait 1.30 seconds Animation - Change leaper flying height to 0.00 at 2000.00 Trigger - Turn off leap move <gen> Unit - Create 1 Dummy for (Owner of leaper) at (Position of leaper) facing Default building facing degrees Unit - Add Thunder Clap to (Last created unit) Unit - Set Level of Thunder Clap for (Last created unit) to (Level of Leap Attack for leaper) Unit - Order (Last created unit) to Human Mountain King - Thunder Clap Unit - Add a 2.00 second Generic expiration timer to (Last created unit) Animation - Change leaper's animation speed to 100.00% of its original speed Special Effect - Destroy (Last created special effect) Unit - Turn collision for leaper On Unit - Make leaper Vulnerable Custom script: call RemoveLocation( udg_leap_start ) Custom script: call RemoveLocation( udg_leap_end ) Trigger - Turn on (This trigger) leap move Events Time - Every 0.01 seconds of game time Conditions Actions Set leap_position = (Position of leaper) Set temppoint = (leap_position offset by ((Distance between leap_start and leap_end) / 150.00) towards (Facing of leaper) degrees) Custom script: call RemoveLocation( udg_leap_position ) Unit - Move leaper instantly to temppoint Custom script: call RemoveLocation( udg_temppoint ) |
| 01-31-2005, 09:36 AM | #2 |
hmm there are 2 work around for that,(i know) 1#this is a bit complicated, when you cast leap attack give the casting unit a modified crowform ability that makes it a flying unit and let it cast it, order it to morph back at the end. 2#hide the casting unit, create a dummy flying unit whit the same model and use it for the the leap attack, delete the dummy unit on the end. |
| 01-31-2005, 03:14 PM | #3 |
Arohk is partially correct. What you have to do is give the unit crow form. However, you don't use it, you immediately take it away via triggers (or just give it by triggers too if you need). It was posted somewhere else, crow form (then taking it away) allows you to change the height of ground units. Very useful. |
| 01-31-2005, 08:06 PM | #4 |
Hmmm, so all i have to do is add these before the change height trigger? ill try it later tonight :) Unit - Add Crow Form to leaper Unit - Remove Crow Form from leaper |
