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Simple problem with Leap Attack

01-31-2005, 09:26 AM#1
Al3ks
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
Arohk
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
Ant
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
Al3ks
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