Mass Purge Spell Help

Nethrezim

New Member
Reaction score
2
Ok so how can I create a Mass Purge spell to slow units in an area and deal imense damage to summoned units in an area? [Targeting needs to be like Kael's Flame Strike]
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
base the spell of channel
then when you cast the ability pick every unit in x range from target point of ability being cast
and then create dummies and order them to cast purge on picked unit
(sorry cause I wrote it like this, don't have we open)

dunno if it works, never tried it but it should

about the targeting.... well base it from Kael's spell with 0 values....
 

Cold

New Member
Reaction score
4
Code:
Mass Purge
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Flame Strike
    Actions
        Set TempPoint[1] = (Target point of ability being cast)
        Set TempGroup = (Units within 350.00 of TempPoint[1] matching (((Matching unit) is Summoned) Equal to True))
        Unit Group - Pick every unit in TempGroup and do (Actions)
            Loop - Actions
                Set TempPoint[2] = (Position of (Picked unit))
                Unit - Create 1 Footman for (Owner of (Triggering unit)) at TempPoint[2] facing Default building facing degrees
                Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
                Unit - Order (Last created unit) to Orc Shaman - Purge (Picked unit)
                Custom script:   call RemoveLocation(udg_TempPoint[2])
        Custom script:   call RemoveLocation(udg_TempPoint[1])
        Custom script:   call DestroyGroup(udg_TempGroup)
 

FireBladesX

Eating my wings!
Reaction score
123
Code:
Mass Purge
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Flame Strike
    Actions
        Set TempPoint[1] = (Target point of ability being cast)
        Set TempGroup = (Units within 350.00 of TempPoint[1] matching (((Matching unit) is Summoned) Equal to True))
        Unit Group - Pick every unit in TempGroup and do (Actions)
            Loop - Actions
                Set TempPoint[2] = (Position of (Picked unit))
                Unit - Create 1 Footman for (Owner of (Triggering unit)) at TempPoint[2] facing Default building facing degrees
                Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
                Unit - Order (Last created unit) to Orc Shaman - Purge (Picked unit)
                Custom script:   call RemoveLocation(udg_TempPoint[2])
        Custom script:   call RemoveLocation(udg_TempPoint[1])
        Custom script:   call DestroyGroup(udg_TempGroup)

A few things.
-Don't restrict it to summons only, because that way it won't slow normal units.
-However, I would restrict it to living units. Just to reduce lag.
-Don't forget to add the ability to the dummy unit.
-4 seconds? I do .5 seconds, lol. It actually makes no difference, unless you're using a periodic unit creation.
Also, channel can target an area of effect using the Targeting Image option. I only mention it because of Dinowc's post.
 
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