| 03-21-2007, 11:37 PM | #2 |
for the second one do a loop intiger a and set the players off instade of picking every player and doing the "Set LEAVINGVARIABLE = (LEAVINGVARIABLE + 1)" that should work because as far as I have been able to tell pick all picks them at the same time as far as I can tell the first should work can you end it to me so I can test on it? try adding this instade on the first one Trigger: Set tempunit = (Target unit of ability being cast)![]() Set temppoint = (Position of (Target unit of ability being cast))![]() Unit - Move (Casting unit) instantly to temppoint, facing (Position of tempunit)![]() Custom script: call RemoveLocation(udg_temppoint)Test and see if this works if it does just make the temppoint = (Position of (Target unit of ability being cast)) ofset by random # 1-10 , random # 1-10 |
| 03-21-2007, 11:38 PM | #3 |
I'll try that now, any ideas on the first one? Thats what im most baffled about.. |
| 03-22-2007, 02:46 AM | #5 |
Yay, it works. Thanks. |
| 03-23-2007, 08:18 PM | #6 |
Im posting here instead of making a new thread; Im trying to make an ability that banishes all units in an area, and if its an enemy it deals damage to the unit. The banishment works fine, but for some reason it does 0 damage at level 1, about 300 damage at level 2, adnd instantly kills units with 550 health at level 3. Any ideas? And yes, i know it leaks :O Trigger: Mass Banishment
![]() Actions
![]() ![]() Set POINT_MASSBANISHMENT = (Target point of ability being cast)
![]() ![]() For each (Integer A) from 1 to UNITSINRANGE_MASSBANISHMENT, do (Actions)
![]() ![]() ![]() Loop - Actions
![]() ![]() ![]() ![]() Unit Group - Pick every unit in (Units within 200.00 of POINT_MASSBANISHMENT) and do (Actions)
![]() ![]() ![]() ![]() ![]() Loop - Actions
![]() ![]() ![]() ![]() ![]() ![]() If (All Conditions are True) then do (Then Actions) else do (Else Actions)
![]() ![]() ![]() ![]() ![]() ![]() ![]() Then - Actions
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit - Create 1 Caster Dummy for (Owner of (Triggering unit)) at POINT_MASSBANISHMENT facing Default building facing degrees
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit - Order (Last created unit) to Human Blood Mage - Banish (Picked unit)
![]() ![]() ![]() ![]() ![]() ![]() ![]() Else - Actions
![]() ![]() Set UNITSINRANGE_MASSBANISHMENT = 0 |
| 03-23-2007, 08:31 PM | #7 |
Ignore that last post, I just made the triggering ability do damage... I would like to know why that bugged if anyone knows, though. |
| 03-24-2007, 01:44 AM | #8 | |
I really have no idea, but I am curious about something: Why do you increment a variable for each unit in the group, and then repeat the loop actions each time? That would only do more damage and leak more. You could've accomplished extra damage by multiplying by UNITSINRANGE_MASSBANISHMENT.
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| 03-24-2007, 02:37 AM | #9 |
I did that because originaly it did damage depending on how many units in the area, but after realizing it was incredibly imba when targeing 1 unit i changed it, but for some reason left that in there. And yeah, i was inspired to make this hero by your nether mage. Mines a bit different though: Ultimate: Banish all units on map Ability 1: Life drain every banished unit (Emitting frim caster) Ability 2: AoE banish + Damage Ability 3: Self banish and +move speed Its going into an AoS im working on |
| 03-24-2007, 02:44 AM | #10 | |
o.O He needs a passive. Quote:
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| 03-24-2007, 03:17 AM | #11 |
I made those 2 abilities to work together. The life drain isnt much, at level 3 its 75 per second for 3 seconds. Plus combined they cost 300+ mana. My goal in the map is to hvae no 'Passives' Instead, i try to give each hero a weak ability which acts 90% like a passive. In Void Mages case, its self banishment. All it does is boost your speed for 5 seconds. |
| 03-24-2007, 03:18 AM | #12 |
Oh. That's an interesting concept. My two cents' worth is that you're going to need lots of mana-related items. |
| 03-24-2007, 03:31 AM | #13 |
The actual map is incredibly small, so its easy to get to a fountain. It has a play system that I'm not willing to tell everyone about right now, which makes the small map balanced And yeah, you do end up running out of mana pretty fast. |
