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Knockback Questions

09-16-2007, 06:39 AM#1
The Curse
Since from what I've heard, you can't detect critical strikes or passive abilities, how can I stimulate those in triggers to add a knockback effect to them?

Basically, I need:
  • Critical Strike (single target) with a slide knockback effect added.
  • Two Pulverizes (multiple targets) with A. Usual "Slide" Knockback and B. Where units get tossed into the air and get knocked back.
  • AOE upon Death: When a unit dies (like a mine), it knocks back enemy units in a large area, preferably tossing them into the air.
  • This is a little hard to explain, but I need a "Charge" passive ability to use in conjunction with the Knight's lance where he has a chance to knockback multiple enemy units (slide) when he charges at them. Meaning he can't do it when locked in combat, but when he moves in to engage the enemy he has a chance to throw them back with his lance.

I'm new to JASS, so I'd appreciate it if you can help me do those in GUI. However, I can still implement JASS materials to a certain degree if need be.
09-16-2007, 09:44 AM#2
botanic
you can detect passive abilities by there buff

as for the Crit strike you would have to make a triggered version of the ability with something like this

event
unit attacks
condition
triggering unit has w/e ability
actions
set tempinteger = random # between 1-100
if tempinteger > 10 then... ect ect
09-16-2007, 09:49 AM#3
Tide-Arc Ephemera
That seriously won't work. I could spam attack-stop attack-stop to deal shizzum loads of damage. Try 'When unit takes damage' and find a way to add LOTS of those events to ONE trigger.
09-16-2007, 10:32 AM#4
Toink
Quote:
Originally Posted by TheCurse
Since from what I've heard, you can't detect critical strikes or passive abilities

Why do you think we have some attack detection engines here in the first place?

Good, now go use 'em
09-16-2007, 11:19 AM#5
botanic
ok fine use unit takes damage :/
09-16-2007, 08:35 PM#6
The Curse
Quote:
Originally Posted by Toink
Why do you think we have some attack detection engines here in the first place?

Good, now go use 'em
Sorry, I just looked through it. But the closest thing I found is the Custom Ability Damage one by Griffen. It said nothing about passive abilities. Is that the correct one or did I miss something?
09-16-2007, 08:38 PM#7
Pyrogasm
Not the right one. You could use Vexorian's Attack Detect 2 Engine, or a variant of Shadow1500's "Show Damage Using Floating Text" sample.
09-17-2007, 08:09 PM#8
Silvenon
About the knockback, you can use the one from my sig :P
09-18-2007, 10:29 AM#9
Toink
vile's is actually better. No repetitive effects, good tree, ground, water and cliff detection. Though it uses tables, still...
09-19-2007, 05:00 AM#10
Pyrogasm
Vile's can loop infinitely if the unit runs into doodads or a map corner that prevent it from moving forward.
09-19-2007, 12:03 PM#11
Silvenon
Mine just stops if the unit hits an unpathable point, I know it's not the best in the world, but it's been very useful to me.

Quote:
Originally Posted by Toink
No repetitive effects

I don't understand this one. You can put "" for the sfx path if you don't want any effect.
09-19-2007, 12:11 PM#12
Toink
It still creates and destroys it using DestroyEffect(AddSpecialEffect(model, x, y)) making it even more useless if you put "". vile's just attaches a model to the unit.

Quote:
Originally Posted by Pyrogasm
Vile's can loop infinitely if the unit runs into doodads or a map corner that prevent it from moving forward.

I have never encountered this before, but that can easily be remedied by placing a few pathing blockers or reterraining some corners. But how does it loop infinitely? I know it checks if the speed is 0 and stops if it is, and subtracts the break value from it if it's greater than 0.
09-19-2007, 01:45 PM#13
Silvenon
If you put "", it will show no effect, that's the way it's designed.

I don't understand what's stopping you in attaching the effect to the unit, knockbacking the unit with no effect (""), and then destroying the effect.

Anyways, I don't see much realism in an effect like that.