Rupture

Magazette2

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The dota ability rupture, where its a nuke and when the unit moves it takes damage, what event ould u use for the "unit moves"? unit is ordered to move wouldnt work because the damage is equal to how much the unit moves by
 
>what event could u use for the "unit moves"?

There's no event, just a few different methods.
One of the methods consists of comparing the distance between 2 locations via a periodic trigger.
If the distance is greater than 0, the Ruptured-unit is damaged.

See the Demo map:
 

Attachments

  • Rupture_Spell.w3x
    36.7 KB · Views: 501
what event ould u use for the "unit moves"?
there is a system made for, is unit moving? function...

yeah and also emjlr3 already made the rupture spell

OFFTOPIC:
is emjlr3 really that big? 1200 lbs?
 
what do u mean? the map is screwed?

how about copying some of its functions, and put it to ur spell
 
did u make it already?
i want to look at it...:D

but know i hate copying spells from other maps, i want to make my own, and original....
 
whats the event tinki

im not making rupture, im just trying to expand my knowledge, and that question has been bugging me for some time
 
im not making rupture, im just trying to expand my knowledge, and that question has been bugging me for some time

If your trying to expand your knowledge learn JASS.:nuts:
 
i think i got it. Every 0.01 seconds you

set oldpoint(variable)

do damage equal to
((distance from old point to new point)X((levelofability)X5)

destroy newpoint(variable)

set newpoint (variable)

destroy oldpoint (variable)

would that be it of course adding special effects and there would be another trigger enabling this trigger and setting the unit that sets the position

am i correct?

edit: sorry tinki ty i didnt see

edit: will my way also work?
 
Somewhere should be X and Y coordinate check. IF old and new unit coordinates dosn' t match it means unit has moved. Then it gets distance between old and new unit coordinates and deals damage. Stores new unit coordinates as old coordinates and everything repeats.
 
My own Rupture will require two triggers, "Rupture Init", and "Rupture Effect".
Timer_Rupture - Duration of the Rupture.

You don't really need to modify anything else besides the attack type of Rupture, which all you have to do is change this:

Unit - Cause Unit_Caster to damage Unit_Target, dealing (Distance between Unit_Position and Temp_Point) damage of attack type Normal and damage type Normal

Code:
Rupture Init
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Rupture 
    Actions
        Set Unit_Caster = (Triggering unit)
        Set Unit_Target = (Target unit of ability being cast)
        Set Unit_Position = (Position of Unit_Target)
        Set Timer_Rupture = 5.00
        Trigger - Turn on Rupture Effect <gen>

Code:
Rupture Effect
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Timer_Rupture Greater than 0.00
            Then - Actions
                Set Timer_Rupture = (Timer_Rupture - 0.01)
                Set Temp_Point = (Position of Unit_Target)
                Unit - Cause Unit_Caster to damage Unit_Target, dealing (Distance between Unit_Position and Temp_Point) damage of attack type Normal and damage type Normal
                Set Unit_Position = (Position of Unit_Target)
            Else - Actions
                Trigger - Turn off (This trigger)
 
ive got rupture working, but problem is when i create a special effect and the units moving it always seems to fall behind the unit, and when i change it to a buff so its stuck to the unit, its bleeding even when its not moving
 
Code:
Special Effect - Create a special effect attached to the chest of Temp_Unit using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl

make the specal effect attach to the unit instead of by point
<just an example>
 
this is just the special effects part

Code:
RuptureDamage
    Events
        Time - Every 0.04 seconds of game time
    Conditions
        (Integer((Distance between QOP_loc1 and QOP_loc2))) Greater than 0
    Actions
        Set QOP_loc2 = (Position of QOP_target)
        Unit - Cause QOP_caster to damage QOP_target, dealing ((Distance between QOP_loc1 and QOP_loc2) x ((1.00 x (Real((Level of Queen of Pain  for QOP_caster)))) / 10.00)) damage of attack type Spells and damage type Normal
        Special Effect - Create a special effect at QOP_loc2 using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
        Set QOP_efx = (Last created special effect)
        Custom script:   call RemoveLocation (udg_QOP_loc1)
        Set QOP_loc1 = (Position of QOP_target)
        Special Effect - Destroy QOP_efx
        Custom script:   call RemoveLocation (udg_QOP_loc2)
 
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