S
salempc
Guest
mase im working on your map now sorry for not doing it before as I didnt have it
Dont worry. Just email me it afterwards.^^ TY agian.salempc said:mase im working on your map now sorry for not doing it before as I didnt have it
mase said:If u need more help go here: Vexorians Spells
MooMooMan said:ok mister helpful hulk
i need 3 moves done
1:braver: the arthas model, with frostmourn, jumps into the air then dropping his sword down onto the thick heads of his enemies. i need the arthas model to do an attack animation in the air, and when it hits his enemies it does 100/150/200/250/300 damage, and stuns them for 1/1.5/2/2.5/3 seconds.
2:BladeBeam: i need arthas to do his down slash sword animation, and then a shockwave comes out.(this MUST have to target the enemy, not the ground)
then when the beam hits, dealing200/250/300/350/400 dmg, it splits off into 5 other smaller beams, each dealing 100/125/150/175/200 dmg.
OmniSlash: basically like dotas, except there is a chance to do a 50% critical in between blinks
1) I AGREEsalempc said:Ill tell you my secret for jumping:
1) RAVEN FORM IS GOD DAMN CRAP IT NEVER WORKS!! lol
what i did was to make my unit flying with 0 flying height, and with a periodic trigger that finds any type of "ground unit" that is not ground and add classification as ground, it can be once it is created, enters map, periodic event, u decide what should make it.
2) To make it jump the trigger should do something like
Animation - change fly height to (400 is good) at (350 speed is cool)
(actions to perform in the air, may want to include attack animation (Animation - play units attack animation using only rare animation))
Animation - change fly height to 0 at (good falling speed like 800 or 1000)
You could have the unit hover, then change the ability.salempc said:umm havent tried it, but if height is 0 then it could not go? i dunno lol just gotta try, or set pathing blockers to help
Blink Storm
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Blink Storm [channel]
Actions
Set Caster[(Player number of (Owner of (Triggering unit)))] = (Casting unit)
Sound - Play HydraliskWhat1 <gen> at 100.00% volume, attached to Caster[(Player number of (Owner of (Triggering unit)))]
Set Units_in_range[(Player number of (Owner of (Triggering unit)))] = (Units within 1000.00 of (Position of Caster[(Player number of (Owner of (Triggering unit)))]) matching ((((Matching unit) belongs to an enemy of (Owner of Caster[(Player number of (Owner of (Triggering unit)))])) Equal to True) and (((Matching unit) is alive
Environment - Create a 0.70 second Normal ripple deformation at (Position of Caster[(Player number of (Owner of (Triggering unit)))]) with starting radius 50.00, ending radius 250.00, and depth 70.00, using 0.25 second ripples spaced 10.00 apart
For each (Integer Integer[(Player number of (Owner of (Triggering unit)))]) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Units_in_range[(Player number of (Owner of (Triggering unit)))] is empty) Equal to False
(Caster[(Player number of (Owner of (Triggering unit)))] is dead) Equal to False
Then - Actions
Set Unit[(Player number of (Owner of (Triggering unit)))] = (Random unit from Units_in_range[(Player number of (Owner of (Triggering unit)))])
Special Effect - Create a special effect attached to the origin of Caster[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Unit - Move Caster[(Player number of (Owner of (Triggering unit)))] instantly to (Position of Unit[(Player number of (Owner of (Triggering unit)))]), facing (Position of Unit[(Player number of (Owner of (Triggering unit)))])
Unit - Pause Unit[(Player number of (Owner of (Triggering unit)))]
Special Effect - Create a special effect attached to the origin of Caster[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Environment - Create a 0.70 second Normal ripple deformation at (Position of Caster[(Player number of (Owner of (Triggering unit)))]) with starting radius 50.00, ending radius 250.00, and depth 55.00, using 0.25 second ripples spaced 10.00 apart
Unit - Order Caster[(Player number of (Owner of (Triggering unit)))] to Attack Unit[(Player number of (Owner of (Triggering unit)))]
Unit - Unpause Unit[(Player number of (Owner of (Triggering unit)))]
Unit Group - Remove Unit[(Player number of (Owner of (Triggering unit)))] from Units_in_range[(Player number of (Owner of (Triggering unit)))]
Wait 1.00 game-time seconds
Else - Actions