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I need Help with some abilities

05-07-2006, 11:08 PM#1
moyack
Hi everybody:

I'm trying to finish one map that is called NAGA WARS, but I have problem creating some abilities for one hero. Let me show my ideas:

Name of the hero: Terror King
Description: Warrior Hero, adept at terrorizing enemies.

Abilities: Mortal Knives, Panic, Terror Aura and Eye of destruction.

Abilities details:
  • Mortal Knives: Throws a huge amount of knives to damage enemies and the first unit that receive the damage will be slowed at 10% of his current speed movement. Level 1 - 50 damage per unit, slows first unit for 1 second. Level 2 - 100 damage per unit, slows first unit for 2 seconds. Level 3 - 150 damage per unit, slows first unit for 3 seconds.
  • Panic: Creates a dark vision in an enemy unit, creating panic on him. (it will move randomly and it won't attack) Level 1 - last 5 seconds, 100 mana. Level 2 - last 7 seconds, 95 mana. Level 3 - last 9 seconds, 90 mana.
  • Terror Aura: Creates an Aura of fear that decreases the movement speed and attack rate of nearby enemy units. Level 1 - -10% movement, -5% attack. Level 2 - -20% movement, -10% attack. Level 3 - -30% movement, 15% attack.
  • Eye of destruction: Creates a powerful orb that attacks enemy units near to the Terror King last 60 seconds (ATM this is only the idea).
the abilities with problems are Mortal Knives, Panic and Eye of destruction.
Mortal knives: I created the ability based on Carrion Swarm (I tried to do it based on channel, but the missile art doesn't show in the game) the ability works fine except the part of slowing the first attacked unit. This is the trigger for that part:
Mortal Knives:
Collapse Mortal Knives Starts
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Mortal Knives
Collapse
Collapse Actions
Custom script: local unit udg_AbilMortalKnivesUnit
Set AbilMortalKnivesUnit = (Target unit of ability being cast)
If (AbilMortalKnivesUnit Equal to No unit) then do (Skip remaining actions) else do (Do nothing)
Unit - Set AbilMortalKnivesUnit movement speed to (0.10 x (Default movement speed of AbilMortalKnivesUnit))
Animation - Change AbilMortalKnivesUnit's vertex coloring to (0.00%, 100.00%, 0.00%) with 0.00% transparency
Wait (Real((Level of Mortal Knives for (Casting unit)))) seconds
Unit - Set AbilMortalKnivesUnit movement speed to (Default movement speed of AbilMortalKnivesUnit)
Animation - Change AbilMortalKnivesUnit's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Panic: Panic is based on channel, the effects in general works fine, but the trigger part is killing me. In theory I solved this sending every second an order to the affected unit to move randomly at 1000 units from the caster unit, but it doesn't work, the affeccted unit keeps attaking and fine. . this is the trigger
Panic::
Panic Starts
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Panic
Collapse Actions
Custom script: local unit udg_AbilPanicUnitOriginal
Custom script: local effect udg_AbilPanicSpecialEffect
Set AbilPanicUnitOriginal = (Target unit of ability being cast)
Special Effect - Create a special effect attached to the head of AbilPanicUnitOriginal using Abilities\Spells\Items\OrbVenom\OrbVenom.mdl
Set AbilPanicSpecialEffect = (Last created special effect)
Collapse For each (Integer A) from 1 to (5 + (2 x ((Level of Panic for (Casting unit)) - 1))), do (Actions)
Collapse Loop - Actions
Unit - Order AbilPanicUnitOriginal to Move To ((Position of (Casting unit)) offset by 1000.00 towards (Random angle) degrees)
Wait 1.00 seconds
Special Effect - Destroy AbilPanicSpecialEffect
Eye of Destruction: Well.... I didn't started to work with it, but the idea is create a custom unit based on eye of sargeras who can attack multiple enemy targets at the same time. This unit will be unmovable, it would be invulnerable, and the damage could be between 35 - 45.

Summarizing:
  1. The triggers are OK??? can they be improved???
  2. There is another thing to do in order to show a missile art in an ability based on channel?? (see picture)
I'll appreciate your help with this. Obviously, Any suggestion are welcome. Thanks
Attached Images
File type: jpgClip_5.jpg (183.5 KB)
05-07-2006, 11:38 PM#2
st33m
Eye of Destruction sounds to me like it would just be Serpent Ward.
05-08-2006, 12:08 AM#3
TaintedReality
Serpent Ward with a modified Barrage ability.
05-08-2006, 02:33 AM#4
TaintedReality
Some parts of channel don't really work =\. That might be one of them. As for the triggers, I'd look at them but I have to write a bunch of poems for English tommorow, and it's getting late.

Edit: For the channel thing, what model are you using? Some wouldn't work.
05-08-2006, 02:56 AM#5
Chuckle_Brother
Panic, using a wait inside the loop is extremely inadvisable. Sure it can be done, but with a GUI loop, well no sir. In GUI it uses globals for the counter, so if you do another loop.....good game.

Also, for disabling the attack take a looksie at 'Abun' - Cargo Hold (Orc Burrow). It can be added to disable the unit's attack completely and removed to reinstate it.
05-09-2006, 06:14 PM#6
GaDDeN
Quote:
Originally Posted by moyack
Mortal Knives:
Collapse Mortal Knives Starts
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Mortal Knives
Collapse
Collapse Actions
Custom script: local unit udg_AbilMortalKnivesUnit
Set AbilMortalKnivesUnit = (Target unit of ability being cast)
If (AbilMortalKnivesUnit Equal to No unit) then do (Skip remaining actions) else do (Do nothing)
Unit - Set AbilMortalKnivesUnit movement speed to (0.10 x (Default movement speed of AbilMortalKnivesUnit))
Animation - Change AbilMortalKnivesUnit's vertex coloring to (0.00%, 100.00%, 0.00%) with 0.00% transparency
Wait (Real((Level of Mortal Knives for (Casting unit)))) seconds
Unit - Set AbilMortalKnivesUnit movement speed to (Default movement speed of AbilMortalKnivesUnit)
Animation - Change AbilMortalKnivesUnit's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency

Lets say two terror kings cast this ability at the same time. Then the second caster would use the unit-variable instead of the first, causing an infinite slow effect on the first target.

To counter this you must use a local variable. I see you declared a local variable, but you never used it. This is how the trigger should look:

Mortal Knives:
Collapse Mortal Knives Starts
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Mortal Knives
Collapse
Collapse Actions
Custom script: local unit loc_AbilMortalKnivesUnit
Set AbilMortalKnivesUnit = (Target unit of ability being cast)
If (AbilMortalKnivesUnit Equal to No unit) then do (Skip remaining actions) else do (Do nothing)
Unit - Set AbilMortalKnivesUnit movement speed to (0.10 x (Default movement speed of AbilMortalKnivesUnit))
Animation - Change AbilMortalKnivesUnit's vertex coloring to (0.00%, 100.00%, 0.00%) with 0.00% transparency
Custom script: set loc_AbilMortalKnivesUnit = udg_AbilMortalKnivesUnit
Set GaDDeNs_Integer = (Real((Level of Mortal Knives for (Casting unit))))
Wait GaDDeNs_Integer seconds
Custom script: set udg_AbilMortalKnivesUnit = loc_AbilMortalKnivesUnit
Unit - Set AbilMortalKnivesUnit movement speed to (Default movement speed of AbilMortalKnivesUnit)
Animation - Change AbilMortalKnivesUnit's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency

As you can see i also saved the wait duration in a temporary variable before using it. Im not sure this is neccesary, but just use it to be on the safe side. I never really liked waits anyway.
05-09-2006, 06:29 PM#7
The)TideHunter(
Quote:
Originally Posted by GaDDeN
Lets say two terror kings cast this ability at the same time. Then the second caster would use the unit-variable instead of the first, causing an infinite slow effect on the first target.

To counter this you must use a local variable. I see you declared a local variable, but you never used it. This is how the trigger should look:

Mortal Knives:
Collapse Mortal Knives Starts
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Mortal Knives
Collapse
Collapse Actions
Custom script: local unit loc_AbilMortalKnivesUnit
Set AbilMortalKnivesUnit = (Target unit of ability being cast)
If (AbilMortalKnivesUnit Equal to No unit) then do (Skip remaining actions) else do (Do nothing)
Unit - Set AbilMortalKnivesUnit movement speed to (0.10 x (Default movement speed of AbilMortalKnivesUnit))
Animation - Change AbilMortalKnivesUnit's vertex coloring to (0.00%, 100.00%, 0.00%) with 0.00% transparency
Custom script: set loc_AbilMortalKnivesUnit = udg_AbilMortalKnivesUnit
Set GaDDeNs_Integer = (Real((Level of Mortal Knives for (Casting unit))))
Wait GaDDeNs_Integer seconds
Custom script: set udg_AbilMortalKnivesUnit = loc_AbilMortalKnivesUnit
Unit - Set AbilMortalKnivesUnit movement speed to (Default movement speed of AbilMortalKnivesUnit)
Animation - Change AbilMortalKnivesUnit's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency

As you can see i also saved the wait duration in a temporary variable before using it. Im not sure this is neccesary, but just use it to be on the safe side. I never really liked waits anyway.

Im not really sure if you noticed, but moyack did use a local unit varaible.

You wrote: local unit loc_AbilMortalKnivesUnit
He wrote: local unit udg_AbilMortalKnivesUnit

Your post was nearly completly pointless, his code is fine, its just that your code dosent change the colour back to how it should be
05-09-2006, 08:39 PM#8
GaDDeN
Ah iNfraNe just told me about that, i had no idea you could declare a global variable as a local and use it without saving it in the local.

Well, in that case, the solution is simple. Carrion Swarm is a point target spell, there is not "target unit of ability being cast". Base it on a single target spell.

edit: Oh, and my trigger does change the vertex colouring, you just have to scroll down ;) But with the global / local trick thing, it basically does the same as his did.
05-09-2006, 08:46 PM#9
iNfraNe
Gadden didnt know about the global/local trick so its better to ignore his post :)

edit: now its best you do not ignore his LAST post.
05-10-2006, 08:26 AM#10
The)TideHunter(
O yea, sorry GaDDeN, that scroll bar is so evil sometimes
05-14-2006, 10:01 PM#11
TaintedReality
Barrage is a passive ability, so it wouldn't really work in this situation.
05-26-2006, 11:48 PM#12
Soulprovider
Quote:
Originally Posted by moyack
Hey... Thanks for your help, but I have ONE MORE QUESTION!!!!

well.... I want to make an ability where one hero throws knives to the enemy. I read the ability tutorial made by Pitzermike, and I found that barrage ability would be the perfect solution.

Unfortunately, the ability doesn't work. First, is a passive ability. I've tried to use the "Text - Order String" fields, but nothing.
then I 've tried with carrionswarm, it works more or less, but the missile doesn't work fine, i think it happens because the missile art starts at the origin of the casting unit.

I think that barrage is the solution, but I want to know if I'm missing something in the configuration, or probably that ability fails because the caster unit has a melee attack.

Any help will be apreciatted.

After Reading your Second to last Post about the Knives spell I have come to a conclusion that can help you a little bit.

Use Forked Lightning as a base for your knives spell thus giving you the multiple enemy attack that is an active abillity.

Just change the missile art and remove the lightning effect then you can change the amount of units this spell effects as it levels up and the damage thus accomplishing what you want.


Now for the questions in your first post

This answer refers to the spell Panic
What no one has seemed to realize is that you can add the abillity "tornado wander" which accomplishes your goals for this spell and then remove it when the spell ends. If not there should be another spell called wander which is for neutral passive units.
05-27-2006, 01:25 AM#13
The)TideHunter(
Yea, the wander abilities can be great in some situations.
I'v attached some pics i just made from them, to show you where abouts they are, or you could just use Edit --> Find
Attached Images
File type: jpgNormal Wander.JPG (28.4 KB)
File type: jpgTornado Wander.JPG (20.9 KB)
File type: jpgWander Sheep.JPG (67.9 KB)