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Spell help, GUI

08-18-2006, 09:44 AM#1
zeroXD
I have a spell that is supposed to work almost like that bounce-around-and-slash spell called omnislah in dota, but its going faster and knocks back the targets the caster hits, but the trigger dont work that fine...

Here it is:

Trigger:
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Fury Slash
Collapse Actions
Set _Slasher = (Triggering unit)
Set _KnockUnit[1] = (Target unit of ability being cast)
Set _KnockDist[1] = 10.00
Set _KnockAngle[1] = (Angle from (Position of (Triggering unit)) to (Position of _KnockUnit[1]))
Unit - Pause _Slasher
Trigger - Turn on Fury Slash Knockback <gen>
Animation - Change _Slasher's animation speed to 175.00% of its original speed
Unit - Create 1 Mirror Image Dummy for (Owner of _Slasher) at (Position of _Slasher) facing (Facing of _Slasher) degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Animation - Play _Slasher's attack animation
Unit - Move _Slasher instantly to ((Position of _KnockUnit[1]) offset by 100.00 towards (Random angle) degrees), facing (Position of (Target unit of ability being cast))
Unit - Create 1 Mirror Image Dummy for (Owner of _Slasher) at (Position of _Slasher) facing (Facing of _Slasher) degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Cause _Slasher to damage _KnockUnit[1], dealing (((Real((Level of Fury Slash for _Slasher))) x 25.00) + (Real((Agility of _Slasher (Include bonuses))))) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the orgin of _KnockUnit[1] using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Set _Abi_SFX_Dust[1] = (Last created special effect)
Collapse For each (Integer AbiInteger[4]) from 2 to 11, do (Actions)
Collapse Loop - Actions
Wait 0.10 seconds
Collapse Unit Group - Pick every unit in (Random 1 units from (Units within 500.00 of (Position of _Slasher) matching ((((Picked unit) belongs to an enemy of (Owner of _Slasher)) Equal to True) and (((Triggering unit) is alive) Equal to True)))) and do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Number of units in (Units within 500.00 of (Position of _Slasher) matching ((((Matching unit) belongs to an enemy of (Owner of _Slasher)) Equal to True) and (((Matching unit) is alive) Equal to True)))) Greater than or equal to 1
Collapse Then - Actions
Animation - Play _Slasher's attack animation
Set _KnockUnit[AbiInteger[4]] = (Picked unit)
Set _KnockDist[AbiInteger[4]] = 10.00
Set _KnockAngle[AbiInteger[4]] = (Angle from (Position of _Slasher) to (Position of _KnockUnit[AbiInteger[4]]))
Unit - Move _Slasher instantly to ((Position of _KnockUnit[AbiInteger[4]]) offset by 100.00 towards (Random angle) degrees), facing (Position of _KnockUnit[AbiInteger[4]])
Unit - Create 1 Mirror Image Dummy for (Owner of _Slasher) at (Position of _Slasher) facing (Facing of _Slasher) degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Cause _Slasher to damage _KnockUnit[AbiInteger[4]], dealing (((Real((Level of Fury Slash for _Slasher))) x 25.00) + (Real((Agility of _Slasher (Include bonuses))))) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the chest of _KnockUnit[AbiInteger[4]] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the orgin of _KnockUnit[AbiInteger[4]] using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Set _Abi_SFX_Dust[AbiInteger[4]] = (Last created special effect)
Collapse Else - Actions
Skip remaining actions
Animation - Change _Slasher's animation speed to 100.00% of its original speed
Unit - Unpause _Slasher
Wait 2.00 seconds
Collapse For each (Integer AbiInteger[4]) from 1 to 11, do (Actions)
Collapse Loop - Actions
Special Effect - Destroy _Abi_SFX_Dust[AbiInteger[4]]
Set _KnockUnit[AbiInteger[4]] = No unit
Wait 0.10 seconds
Trigger - Turn off Fury Slash Knockback <gen>
Animation - Change _Slasher's animation speed to 100.00% of its original speed
Unit - Unpause _Slasher
Wait 2.00 seconds
Collapse For each (Integer AbiInteger[4]) from 1 to 11, do (Actions)
Collapse Loop - Actions
Special Effect - Destroy _Abi_SFX_Dust[AbiInteger[4]]
Set _KnockUnit[AbiInteger[4]] = No unit
Wait 0.10 seconds
Trigger - Turn off Fury Slash Knockback <gen>

The knockback trigger works all fine, but the problem is that he sometimes moves to a point where there are nothing, and then slashes the air.

So, what that is my problem, i dont know. Help whould be aprechiated.
08-18-2006, 09:49 AM#2
The)TideHunter(
You have:

Trigger:
Unit Group - Pick every unit in (Random 1 units from (Units within 500.00 of (Position of _Slasher) matching ((((Picked unit) belongs to an enemy of (Owner of _Slasher)) Equal to True) and (((Triggering unit) is alive) Equal to True)))) and do (Actions)

where it says matching ((((Picked unit) belongs
Changed picked unit to Matching unit.
08-20-2006, 04:42 PM#3
zeroXD
Oh, thanks didnt noticed it myself.

T E S T I N G

EDIT: Now it works perfectly, now i need a good icon and 3 other spells for my hero, then i upload him.
btw updated the spell, u might see that i use some mirror image dummies there, looks like MI effects, removed them bacause it looks better now, and the hero got a yellow thing on the sword when he attacks, so it appears a yellow line between him and where he was.

I might come up with more questions if the other stuff dont work...
08-20-2006, 11:08 PM#4
Ignitedstar
I have question relating to such a spell.

When the caster is slicing things, will he always be targeted as invulerable? Or does he just move to fast for any unit to hit him?
08-21-2006, 09:49 AM#5
zeroXD
Quote:
Originally Posted by Ignitedstar
I have question relating to such a spell.

When the caster is slicing things, will he always be targeted as invulerable? Or does he just move to fast for any unit to hit him?

He can be hit, but if you make him invulnerable he IS actually invulnerable.
He moves very fast, but not to fast to not be hit. About 8 out of 10 attacks will miss.