Devalut
TH.net Regular
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@ Devault
About your substitution ability, does it involve hero-targets?
Instant no target
@ Devault
About your substitution ability, does it involve hero-targets?
Instant no target
I am not very happy with your work Glenphir.
You are using a timer system for no reason at all.
A simple one shot timer would have been enough with 1 dummy at the center of the SpellTargetLoc with true sight level set accordingly. But even this won't be good enough like Far Sight.
Your implementation has a big down side in that it requires 20 levels for only
2000 range of true sight while the original Far Sight at level 3 has a revealing area of 4000. 20 levels of ability would also make a map load slower.
Also unlike yours it does reveal for allies of the caster's owner both the map and invisible units.
Glenphir, I have a spell in mind, its a bit tricky, and I have never been able to do it for certain reasons, here it is.
Firestorm should be the name, I dont really care what it is.
Firestorm, the archmage channels 3/6/9/12 fireballs around him, always flying at different speeds and heights, always changing, when a unit comes within the radius, a fireball is unleashed from the air, knocking it just outside of the 500 AOE, it takes a second for it to get to him, so he could be anywhere inside, the fireball explodes knocking him out of the AOE and dealing 50/100/150/200 damage. They rotate around him in a circle.
Thanks
>Are you just trying to simply test me?
Well... =)
I was hoping for a novelty from you in that the invisibility detection part of the
spell can be used for any values of the given range.
Thank you for the time it took you to make it though. I appreciate it.
>If you know any other method to produce the true sight effect, by all means, tell me.
If I come up with something (one day...) I will sure.
PS: on my editor True Sight can have multiple levels =)
transforms into a different unit with the same model and 250 hp.
any other questions feel free to ask
Yes True Sight (Flying Machine) and True Sight (Shade) and all the others ofc.
Okay, so let me get this clear.
3/6/9/12 fireballs will fly around the caster while he is channeling, correct? And these fireballs fly at random speed and height. When an enemy unit comes near the caster, the flying fireball launches towards the entering unit, knocking it back until it's out of 500 AoE of the caster and dealing 50/100/150/200 damage. Then the knockback takes 1 second.
Is that all correct?
Well, if it can, can the fireballs go at a random height like every so and so seconds? like get it so they seem like they're constantly flying up and down? and im not sure, but can it go in and out too? like fly in and out like a dome around the caster? and I meant like a second for the unit to get to the unit, not a 1 second knockback, but other then that, yes, and another related note, kinda like this: http://www.youtube.com/watch?v=xZTeHYpGq9E but in my own vision.
Edit: Forgot to say thanks so much I want to know how this is done. Thanks
I believe the flying in and out he means closer and further from the caster. I'm trying to create the effects using GUI, just the effects
Description: approaches the target point (usually at high speed) and cuts through anything in the way.
Other Remarks: Instantly Moves the caster to the target point and damages all units between the casting point and the target point creating bloody effects on the enemies affected.
deals Main Damage and will deal bonus Damage if casting unit has a negative buff
Oh. Well all you have to do is to change the offset and height to a random number between a min and a max value every interval where you move the fireball.
That would be easy... But I was thinking, that would just move the fireball abruptly in random positions. I'm trying to make it flow, like slowly move in closer and further, higher and lower, faster and slower but random points/speed.