| 02-19-2006, 03:46 AM | #1 |
How do you make a shockwave like skill, that stops when it encounters a pathing blocker? e.g. Cliff, Wall, Tree etc. I've seen it done before so i know its possible. Thanks. |
| 02-19-2006, 03:57 AM | #2 |
Solutions involve creating units with 'Locust' ability and the shockwave model. |
| 02-19-2006, 05:38 AM | #3 |
Thats one way i thought of, but how do you check whether the unit hit a wall or not and thus remove it from the game? |
| 02-19-2006, 05:39 AM | #4 |
my friend made it so there was a peridic event that made it go past the 522 and you can check the units around it and if theres a unit within like 50 for example the shockwave would dissapear and the damage would be done |
| 02-19-2006, 06:01 AM | #5 |
Make a unit with locust and perma immolation that deals the damage.. its model is shockwave and when spell is casted create unit and order it to move ... just make its move speed faster. |
| 02-19-2006, 06:03 AM | #6 | |
Quote:
you cant go faster than 522 and perm immolation doesnt stop it from moving or is able to control the damage spread |
| 02-19-2006, 08:45 AM | #7 |
And permanent immolated Shochwave doesn't wake sleeping creeps. Shockwave does. |
| 02-19-2006, 09:04 AM | #8 |
Ok, but that still doesnt answer the question about the unit disappearing when it hits a wall. e.g It has a range of 1000. If it encounters a unit, it will damage it and continue - just like a normal shockwave. However if it hits a wall at a range of like 200, or anything, it will disappear, and NOT hang around for a periodic expiration timer. A few maps were able to do this smoothly. E.g. Scarstrike at MnM. http://maps.worldofwar.net/maps.php?id=9173 |
| 02-19-2006, 09:09 AM | #9 |
Trigger whole shockwave, making it go smoothly in facing direction. Then check by periodic event - if a doodad comes into range of 50 of point in front of unit (by polar offsets) then just kill shockwave unit. |
| 02-19-2006, 10:35 AM | #10 |
Hmm i think i get it. Thanks a lot. |
| 02-19-2006, 01:04 PM | #11 | |
Quote:
No. Use the condition: Trigger: (Terrain pathing at (SOMEPOINT) of type Walkability is off) Equal to TrueThis will stop if it hits: 1) cliffs 2) buildings 3) doodads 4) deep water |
