| 10-28-2006, 12:16 AM | #1 |
I am currently working on a spell that is based off of shockwave that instead turns units ethereal instead of doing damage. The problem is that I gave the spell to a ranged hero (bloodmage), but since shockwave is a melee hero ability, the hero attacks the point the spell is cast on (at least, I think that is the problem). I tried screwing with the "Art - Animation Names" strings, but even if I remove the "attack" and "slam" strings and insert "spell" the hero still uses the attack animation once on the point or unit on which the spell was cast. Help on what I could do to rectify this would be much appreciated. Also, if there is a better spell I could base this off of that would fix this, please tell me. I was thinking carrion swarm, but that does damage in a cone. Thanks! ![]() |
| 10-28-2006, 01:17 AM | #2 |
Im not quite sure where your going with this.. |
| 10-28-2006, 01:24 AM | #3 |
wrong forum, moved to general. I personally never got issues with shockwave on ranged heroes, and I am having problems understanding what the problem is, try explaining better? |
| 10-28-2006, 04:30 AM | #4 |
I'm not quite sure, is it because the bloodmage dont have a slam animation to start with ? |
| 10-28-2006, 05:13 AM | #5 |
Is the spell actually cast? |
| 10-28-2006, 01:50 PM | #6 |
I THINK I understand. What he's saying is regardless of what Animation he gives the spell to play, It plays the Attack animation. Personally I think the Attack animation fits the Bloodmage well for what is essentially a released wave of energy. |
| 10-29-2006, 12:04 AM | #7 |
Did I post this in the wrong forum? Sorry about that. Anyway, the problem is not just using the attack animation, but that the bloodmage actually sends an attack projectile at the target point, preceeding the spell animation by about .25 seconds. The projectile does no damage, but I can't seem to figure out how to remove it. My gut instinct says it has something to do with the "Art - Animation Names" part of the ability, but I haven't found anything that stops the bloodmage from sending a projectile at the target point. |
| 10-29-2006, 02:34 AM | #8 |
No, it doesn't attack the target point, it is the sphere ability of the bloodmage, the ability that gives him the flying spheres also adds a missile to the abilities he casts, to fix it you can remove the sphere ability of the bloodmage, or just remove the missile effect of the sphere ability |
| 11-07-2006, 05:03 AM | #9 |
I have a new problem regarding this spell. I fixed the animation, made it work like frost nova (target and all units around it are banished), and based it off of banish, doing most of the spell with dummy units; however, that is mostly irrelavant. The 2 problems I have since run into are these: Number 1, it will always run the triggers for the 3rd level of the spell, even if I only learn "Planar Rift - level 1". The only thing I have found to fix it is to disable the level 3 triggers entirely, but that defeats the purpose of the spell. Problem 2: the number of units the dummy units cast their debuff on usually varies and is never all the units that should be effected by "Planar Rift". I have uploaded the map, and more specific detail is on the loading screen. Thanks to anyone who wants to help a somewhat amature, non-JASS spell-maker out. |
| 11-08-2006, 11:12 PM | #11 |
I assumed it was a messy trigger, and so it was. Now I see that I just wasn't thinking out of the box enough. I didn't realize that I could add the ability to the dummy unit after it was spawned. That was pretty dumb. Thank you very much Anitarf. +Rep ![]() |
