Help with one skill

dls

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Hi I am new in world edit and helper. Need help with one skill for my star ships. If I want to click on the skill to fly ship one way, others players can´t see ship, so that consume lumber and very fast speed. This is that hyperspace for ship. Hehe :cool:
 

Ayanami

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Welcome to The Helper Forums!

Let me get it right. You're trying to make the ship invisible but consumes gold and lumber over time?
 

dls

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If ship reaches level for example 6 player learn skill and skill is hyperspace. If click on the skill player click anywhere on the map and ship fast move in this place with invisible and consume lumber. Sorry for my English
 

crazyfanatic

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you need a trigger for taking gold and lumber, but the invisible thing can be done by using wind walk.
 

crazyfanatic

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or make it with shockwave with unlimited range, then add with trigger the invisibility skill and create a dummy casting bloodlust to the unit, increasing speed. Then issue mive and make a trigger that removes the buffs when another issue is given.
 

Joccaren

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Base it off wind walk (This won't give you the move to point, the unit will have to be ordered by the player to move to that point) and use this trigger:

Event: Every 1 seconds of game time
Conditions:
Actions: Pick every Unit in Playable map area matching: '(Matching Unit) has (Your Buff) equal to true' and do actions:
Loop:
Set (Owner of (Picked Unit))'s current lumber to (Owner of (Picked Unit))'s current lumber - (Your Value)
 

crazyfanatic

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he wants to set target with his ability, ww just uses a target dependant by the position and facing angle.
 

crazyfanatic

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then the casual shockwavw works, maybe you can make it like dota's faceless void time walk skill without the colours fading
 

Joccaren

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1. Not everyone plays DotA, explain what the spell does.
2. Use this Trigger as-well then:

Event: Unit begins the effects of an ability
Conditions: ability being cast equal to (Your Ability)
Actions: Order (Triggering unit) to move to (Target Point of ability being cast)
 

crazyfanatic

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time walk is an ability, that makes you black and invulnerable, dashing to a point with very high movespeed /about 1500-2000 without seeing lag/ then returns your colours and makes you vulnerable.
 

Joccaren

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A problem with using shockwave is the moving of the unit to the location. If it can move to anywhere on the map, this will be near impossible to time correctly. You could say 'Wait 5 seconds' but then, if they almost next to them, they will cast it and then wiat 5 seconds before appearing there. If you say 'wait 1 second', they could target the other end of the map move there before the shockwave reaches them. Any of these would really screw up the animations.
 

crazyfanatic

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the trick is that the unit is paused during the move, you just move it every .01 seconds 15 units fwd, then check if the unit is at the target location, if so, unpause and other stuff, turn off periodic trigger, etc, else just continue moving.
 

Ayanami

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Perhaps this is what you're looking for. Posted the map too.

Trigger:
  • Hyperspeed
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Hyperspeed
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CustomValue Less than 100
        • Then - Actions
          • Set CustomValue = (CustomValue + 1)
        • Else - Actions
          • Set CustomValue = 1
      • Set Caster[CustomValue] = (Triggering unit)
      • Set CasterLoc[CustomValue] = (Position of Caster[CustomValue])
      • Set TargetPoint[CustomValue] = (Target point of ability being cast)
      • Set ResourceCountReal[CustomValue] = 0.00
      • Animation - Change Caster[CustomValue]'s vertex coloring to (20.00%, 20.00%, 20.00%) with 0.00% transparency
      • Unit - Make Caster[CustomValue] Invulnerable
      • Set TempPoint = (Center of (Playable map area))
      • Unit - Create 1 Hidden Dummy for (Owner of Caster[CustomValue]) at TempPoint facing Default building facing degrees
      • Unit - Set the custom value of (Last created unit) to CustomValue
      • Unit Group - Add (Last created unit) to DummyGroup
      • Custom script: call RemoveLocation(udg_TempPoint)


Trigger:
  • Hyperspeed Periodic
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
      • (DummyGroup is empty) Equal to False
    • Actions
      • Unit Group - Pick every unit in DummyGroup and do (Actions)
        • Loop - Actions
          • Set TempInt = (Custom value of (Picked unit))
          • Set TempPoint = (Position of Caster[TempInt])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between TempPoint and TargetPoint[TempInt]) Less than or equal to 80.00
            • Then - Actions
              • Animation - Change Caster[TempInt]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Animation - Change Caster[CustomValue]'s animation speed to 100.00% of its original speed
              • Animation - Play Caster[CustomValue]'s slam animation
              • Unit - Make Caster[TempInt] Vulnerable
              • Custom script: call RemoveLocation(udg_TempPoint)
              • Custom script: call RemoveLocation(udg_CasterLoc[udg_TempInt])
              • Custom script: call RemoveLocation(udg_TargetPoint[udg_TempInt])
              • Unit - Remove (Picked unit) from the game
            • Else - Actions
              • Set Offset[TempInt] = (TempPoint offset by 60.00 towards (Angle from TempPoint to TargetPoint[TempInt]) degrees)
              • Unit - Move Caster[TempInt] instantly to Offset[TempInt]
              • Unit - Create 1 Fade Dummy for (Owner of Caster[TempInt]) at TempPoint facing TargetPoint[TempInt]
              • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
              • Animation - Change (Last created unit)'s vertex coloring to (20.00%, 20.00%, 20.00%) with 0.00% transparency
              • Animation - Play (Last created unit)'s slam animation
              • Unit Group - Add (Last created unit) to FadeGroup
              • Special Effect - Create a special effect at TempPoint using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Turn collision for Caster[TempInt] Off
              • Custom script: call RemoveLocation(udg_TempPoint)
              • Custom script: call RemoveLocation(udg_Offset[udg_TempInt])
          • Set GoldCheck = 5
          • Set ResourceCountReal[TempInt] = (ResourceCountReal[TempInt] + 0.03)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ResourceCountReal[TempInt] Greater than or equal to 1.00
              • ((Owner of Caster[TempInt]) Current gold) Greater than or equal to GoldCheck
            • Then - Actions
              • Player - Set (Owner of Caster[TempInt]) Current gold to (((Owner of Caster[TempInt]) Current gold) - GoldCheck)
            • Else - Actions
              • Animation - Change Caster[TempInt]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Animation - Change Caster[CustomValue]'s animation speed to 100.00% of its original speed
              • Animation - Play Caster[CustomValue]'s slam animation
              • Unit - Make Caster[TempInt] Vulnerable
              • Custom script: call RemoveLocation(udg_TempPoint)
              • Custom script: call RemoveLocation(udg_CasterLoc[udg_TempInt])
              • Custom script: call RemoveLocation(udg_TargetPoint[udg_TempInt])
              • Unit - Remove (Picked unit) from the game


Trigger:
  • Hyperspeed Fade
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
      • (FadeGroup is empty) Equal to False
    • Actions
      • Unit Group - Pick every unit in FadeGroup and do (Actions)
        • Loop - Actions
          • Animation - Change (Picked unit)'s vertex coloring to (20.00%, 20.00%, 20.00%) with (Real((Custom value of (Picked unit))))% transparency
          • Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) + 10)


The fade dummy and group is basically an extra eye candy I made for the spell. Leaves behind a trail of yourself. Hope this helps.

Glenphir
 

Joccaren

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Yeah, but then how do you check how much lumber to remove each second and actually remove it each second?

Using Wind walk with my two triggers + one more to check when it reaches its target location then remove the buffs is an easy way of doing this.

Edit: Not refering to your method Glenphir, haven't checked yours yet but prob works
 

crazyfanatic

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just remove lumber periodically, set the casting position and current position and remove lumber for distance travelled.
 

Ayanami

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Yeah, but then how do you check how much lumber to remove each second and actually remove it each second?

Using Wind walk with my two triggers + one more to check when it reaches its target location then remove the buffs is an easy way of doing this.

Edited my codes and map. Now it does check for gold and removes gold.
 
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