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A really hard question..(I think)

01-19-2006, 04:39 PM#1
Drakim
I don't know if this is posible but i want this:

1. An ranged attack that damages any unit it may collide with and dissapers when it does. I want to be able to aim at a unit and hit an unit in front of it becasue it is in the way, or miss bouth units and hit one that is behind them.
I tried using carrison swarm with 100 dm and 100 dm max. This was not good becasue of to reasons:
-The "swarm" stops doing damage after hitting a unit, but does not dissaper. It continues its path unit it is there. This looks very bad when using it as an normal attack since there will be many of them
- You cannot regulate damage, unless i use levels as a factor, something that is not very flexible (no randomnes)

An good example of the type of shooting i want is the stamplet spell. The lizards run unit the hit an unit. So you can put your hero behind regular units to protect them. I tried using stamplet but it was no good because the lizard starts an equal distance behind the hero as it runs forward. And besides it is based on "fire every second within the range" and not "fire every time the player attacks"


Anyone knows how to do this?
01-19-2006, 04:59 PM#2
Jacek
Triggers...
01-19-2006, 05:26 PM#3
Drakim
I don't quite see how to do this with triggers...could you give me the general idea?

[edit]
Another thing that would be nice would be the possibility to have enemies shoot without aiming directly at the player (ex: shooting 3 missiles, one against the player and one at 45 degrees off and one -45 degrees off)
01-19-2006, 06:14 PM#4
qwertyui
Hmmm...

Well, to make a unit attack do 0 damage, you give it a 100% chance, -100% damage critstrike ability. That way he will do no damage to his target.

After this, what you need is a trigger which creates an effect, which moves forward until it comes within collision range of something.

When it comes within collision range, you remove this effect and create an explostion effect (or whatever effect you want on hit), and incur damage to unit it collided with.
01-19-2006, 06:28 PM#5
Drakim
That's problaby right....the ting nagging me is that EVERY unit in the map is going to use this....kinda...ohh well, I guess I have to set somekind of limit to my idea, like using an catapult-like-missile instead.
01-22-2006, 11:14 AM#6
Fyrestorm
Correct me if i'm wrong, but doesn't the Pirates boat spell work exactly like that in Tides of Blood?
01-22-2006, 11:27 AM#7
ShadowDragon
Quote:
Originally Posted by Drakim
An good example of the type of shooting i want is the stamplet spell. The lizards run unit the hit an unit. So you can put your hero behind regular units to protect them. I tried using stamplet but it was no good because the lizard starts an equal distance behind the hero as it runs forward. And besides it is based on "fire every second within the range" and not "fire every time the player attacks"

Pirates boat = stampede.
01-22-2006, 01:00 PM#8
Ant
I've uploaded the EXPLOSIVE BEAR!!

It summons an explosive bear that moves straight after it has been summoned. I think it satisfies what you're looking for. To make it move faster, enhance the movement with triggers (the only problem is that it does AoE damage).
Attached Files
File type: w3xExplosiveBear.w3x (17.1 KB)
01-22-2006, 01:37 PM#9
Thunder_Eye
This leaks..
Also I think what he wants is a normal ranged attack, not a ability which you have to use manually.

I will try to make a map that has what you want.
01-22-2006, 03:26 PM#10
Ant
Hmmm? Yes it leaks. It merely demos a method, and isn't a complete system demo.

If he wants it to be a ranged attack then he can use dummy units to cast the explosive bear anyway. Plus the facing angle of the dummy unit can be modified to be a little off the facing of the attacking unit. Of course, the difficult part is to detect when the unit ACTUALLY attacks not when the unit starts attacking (I believe if you search a little you can find something by Vexorian about this but I haven't looked through it).

And for the most part, "triggers..." is not a very useful reply.
01-31-2006, 02:35 PM#11
Drakim
Quote:
Originally Posted by Thunder_Eye
This leaks..
Also I think what he wants is a normal ranged attack, not a ability which you have to use manually.

I will try to make a map that has what you want.





That would really help.....thanks



I checked the bear-map-thingy....It is a good suggestion, but i don't think it will work. Because: It will be extreamly hard to vary the damage for every units (as i said earlyer, ALL units will have this attack, inluding hero's that have stats that varies and items that boosts attack). and the second thing is, the shoots has to fly really fast, I'm not making a ninja vs samurai map. I'm making an RPG with a diffrent attack system. that means...one hit does not kill you, it is as simple as that you can dodge attacks that is shoot from you, not anywhere if you just keep moving.

the ultimate solution would be a fusion of the catapult-attack (like in ninja vs samurai) and the artilleri-damage-in-a-line....ohh well...dreams
01-31-2006, 05:07 PM#12
Fulla
Cant you just make it artillery?

You want an attack like on them sniper and archery tactics maps?
01-31-2006, 07:32 PM#13
Drakim
now that I read my own post I see that is is a bit unclear, so here is a basic example:
(Remmeber that I want an attack, and not a spell)

In ninja vs samurai (where they use the catapult-like attack) map:
Unit A shoots against Unit B while Unit C is in the way.
Result: The missile goes rigth trough Unit C and hits the spot that Unit B stands in. Good if the missile goes upp in the air and lands on the attacked unit(like a mortar), but not very good if the missile goes right forward (like shockwave).

In my map I want:
Same situation, but instead off going right throuh Unit C it hits Unit C, And therefore saves Unit B.

And even more: Unit D is standing way behind unit B.
Event: Unit A shoots against Unit B, Unit B moves and the missile misses, but keeps going until it hits Unit D, even if the target was Unit B.

Carrison Swarm does that (if you sett damage to 100 and max damage to 100, but the spesial effect (the bats) keep moving even if it hits somebody. (it wont husrt anybody anymore though, it is only the effect)

Stamplet does it even better that Carrison Swarm: Any missile that hits a unit is destroyed, and therefor any unit standing behind any other unit is safe. The problem lies in that stamplete is a area spell and not target, and the missiles apper the same distance behind the caster as it goes forward. So if i set the range to 500, the misslie will start 500 behind the caster, run past him and then dissaper 500 after the caster. Not my idea of an standard attack (as the missile starts from the caster like death coil)

If you are wondering how I could have used thiese spells to make an normal attack (see above) I could use orb of lightning (new))

there.....hope i didnt make it to simple...
01-31-2006, 07:48 PM#14
qwertyui
Well, what you basically need is:
1) A trigger which reacts "on attack"
2) a dummy unit, which
- has the attack's projectile model
- is unselectable and untargetable (aloc("locust") ability)
- spawns on top of the attacking unit, with the same facing
- moves in the direction its facing, until it comes within collision range of some other unit
- is killed via a trigger when collision is detected
- damages the colliding unit and / or aoe with the attacking unit's damage tyoe.
3) A way to determine the attack power of every unit you are using - most likely 2 arrays, which file unit and his corresponding attack power under same index.
4) A 100% chance -100% damage hidden passive ability on every unit, so their normal damage does not count.

This is a lot of work ^^. So gl with ut.
01-31-2006, 07:53 PM#15
Drakim
Thanks, I will try that..

I just hope that it will not create to much lag in large situations...hate to have the fundemental part of my map to laggy