| 06-21-2005, 11:09 AM | #1 |
I want to make a unit slide and hitting units along the way. I tried to give the sliding unit Immolation so it damages nearby units while it passes them. But the problem is the Immolation doesn't work while the unit is sliding. :( |
| 06-21-2005, 12:40 PM | #2 |
Easiest way to do it would be to create a dummy unit at the point they started sliding from, then have it cast a modified shockwave spell at the point they are sliding to. |
| 06-21-2005, 12:48 PM | #3 |
Yep. That or I supose you could alter the shockwave ability's projectile to your hero, hide your hero, and move it instantly to the end of the wave. Then just unhide your hero as the projectile dies. However, that would be a waste of work, and look bad. Ah well, its still possible. |
| 06-21-2005, 12:54 PM | #4 | |
Quote:
Is there a hardest way?? ^_^ |
| 06-21-2005, 01:14 PM | #5 |
Guest | This is a pretty neat Area of effect slide ability. I used 'Shockwave' as the base, i just edited it, by removing the damage it does and the effects etc... Then create 2 triggers 'Trigger' 'Trigger2' ill call them. Go into gameplay constants and change the maximum move speed to as high as it can go '522' i think it is. for the first trigger (initially on) Code:
[b]Events:[/b] Unit - A unit begins casting an ability [b]Actions:[/b] Trigger - Turn on <Trigger 2> If, then, else (Multiple Functions) [u]If - Conditions[/u] (Ability being cast) equal to shockwave [u]Then - Actions[/u] Unit - Hide <Select unit using Variable> Unit - Turn collision for <Unit/variable> to off Unit - Set <Unit/Variable> movement speed to 800 Unit - Order <unit/variable> to damage area in <amount of seconds> seconds of size <area of effect size> for <damage amount> using attack type <attack type> and damage type <damage type> Unit - Order <unit/variable> to move to <target point of ability being cast> Wait 1 second Unit - Unhide <unit/variable> Unit - Turn Collision for <unit/variable> to on Unit - Set <unit/variable> movement speed to (default move speed of <unit/variable>) [u]Else - Actions:[/u] Do Nothing Trigger 2: (not initially on) Code:
[b]Events:[/b] Time - Every 0.20 seconds of the game (you can change the amount of seconds to whatever you want) [b]Actions:[/b] Special Effect - Create Special effect at (position of <unit/variable>) using Abilities\Spells\Human\FlakCannons\FlakTarger.mdl (i use flak cannon because it looks a bit like the dust is rising from where he is sliding) Wait 1.80 seconds (change if you want) Special Effect - Destroy last created special effect Trigger - Turn off this trigger Worked fine for me, looks pretty neat too :D Tell me if you have any problems. |
| 06-21-2005, 02:16 PM | #6 |
Guest | Instead of useing flak cannons you can use the spawned effect impale dust. It looks better. |
| 06-21-2005, 02:44 PM | #7 |
Guest | cool, i didn't see that, i must have missed it. I'll check that one out :D |
| 06-21-2005, 04:49 PM | #8 |
problem - you dont set the special effect to a varibale, so it will leak, and the effect will not be destroyed if another special effect is used.Also, you dont set the variable, and you turn on trigger 2 without checking what ablilty is being cast. |
| 06-21-2005, 04:57 PM | #9 |
Guest | it does work, try it. And yea about the trigger 2 thing, i placed it in the wrong bit :S The special effect doesn't leak with the special effect i used, but it does with Shockwave. |
