triggering damage to targets in a line.

seansucks

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having an issue getting this spell to work.
i made a spell similar to rexxar's from dota. where you target a point and it sends a flying axe to the location (the axes don't return to caster). anyways, i based the spell off carrion swarm, both the dummy ability and the actual ability. i don't have spell levels in this map, so every spell damages with base damage + (n(attribute)) n is for number.
so here's the problem... i can't get the damage to trigger because i can't figure out how to pick the units that fall into it's path and damage them based off the formula for damage without causing the spell to cause damage which will ruin the whole concept of the spells.

also, i've removed all the effects from both the dummy and actual abilities of the carrion swarm and changed the actual spell model to rexxar's missile and for some reason whenever the axe hits a target it still creates the carrion swarm target effect. no buffs, no target model or anything. can someone help me fix that as well?
 

HydraRancher

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Dont use Carrion Swarm. Use Breath Of Frost. It leaves a buff behind on the targeted units so you can check wether it has it, and hurt the unit. Change art etc.

[offtopic]993 posts O.O[/offtopic]
 

seansucks

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isn't there just a way i can pick all the units that get hit by the wave that doesn't deal damage and just deal damage to them?
 

seansucks

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so if i based a skill off of breath of frost how would i deal damage based on an attribute? would i damage a unit fitting a condition that the unit has recieve a buff?

can't i just use variables? i'm pretty sure it's possible.

like i set a radius and pick all of the units in a line and set it as a unit group variable and deal damage to all picked units in the group
 

artix123

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Another way you can do it is to create a unit that slides to the target location then take all units that come into range of the sliding unit and deal damage to them. Of course, the breath of frost is much easier.

edit: I don't think you can pick all units in a line it won't be accurate, you use breath of frost, after your spell is finished, select all units in (whatever, playable map area or some units in range of rexxar) that has the buff (breath of frost dummy), and deal (number x agility of rexxar) damage to all units with that buff.
 

HydraRancher

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Liek this

Pick every unit in 1500 range of casting unit matching matching unit has buff Carrion Swarm
hurt picked unit by strength of casting unit X 2

1000 posts!
 

seansucks

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should i base the buff on a negative effect?
also should i base it on the dummy ability or the ability that the dummy casts?

i just tried this, i used the breath of frost effect and attached it to the actual spell that the dummy is casting, they don't recieve the buff ( the units hit by the swarm ) and they aren't taking any damage.
 

seansucks

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it's okay, i'll all more information if that will help.

i'll reiterate everything. here's what's happening.

i have a spell, much like Rexxar's Wild Axes skill in DOTA. in MY map, the hero throws a single axe in a line (that doesn't return back). the spell Flying Axe, is based off Carrion Swarm. I have created a dummy spell, and a spell that the dummy casts. The dummy spell creates a unit facing in the direction of the point i target. then the dummy casts the spell that will do damage, which is also based off carrion swarm, except this spell has a missile model of the Missile for Rexxar. anyways, I need to figure out, how to target all of the units that get hit by the axe, and damage the units based off triggers.
the spell deals 15 base damage + 0.50(Strength of Casting Unit).

that's what i need.
 

simonake

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Well i can help you calculate hero strenght with this code
For example a hero that has these stats
- Base Strenght = 25
- Strenght per level 2.00
Trigger:
  • Set DmgCount = (25 + (2.00 x Level of (Triggering unit)) / 2 + 15)
And make him cause StrCount

I would use this to cause it
Trigger:
  • For each IntegerA do (Actions)
    • Loop -
      • Set DamageLoc[IntegerA] = Position of (Triggering unit) offset by (50 + (50 x (IntegerA)) facing facing of (Triggering unit)
        • Unit Group - Pick every unit in 50 range of DamageLoc[IntegerA] matching (Matching unit) is a Structure Equal to FALSE and (Matching unit) belong an enemy of (Owner of (Triggering unit))
          • Loop -
            • If, then, else multiple functions
              • Loop -
                • If -
                  • (Picked unit) is in Group Equal to False
                • Then -
                  • Unit Group - Add (Picked unit) to Group
                  • Unit - Cause (Triggering unit) to cause (Picked unit) DmgCount of type spell and normal
                • Else -
                  • Custom script: HOPE IT HELP YOU! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin :D" loading="lazy" data-shortname=":D" />
 

seansucks

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Well i can help you calculate hero strenght with this code

And make him cause StrCount

don't worry, i've already got that part nailed. i just need to figure out how to select the units in a line that are going to be damaged, and then to have them recieve the damage. i know how to cause the damage though.
 

simonake

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Well the second part of code added can help you

It's not exact bec ause it have been writen... My editor not open...

Just add at the of the second code one of these trigger:
Trigger:
  • Custom scriptL: call DestroyGroup(udg_Group)

or
Trigger:
  • Unit Group - Remove all unit from Group (clear)
 

seansucks

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well thanks for that, but i can't figure out where you got for each integer a do actions.

i mean i know it's an action under general. but there's only integer a from number to number do actions.

nothing just integer a do actions.

sorry but i'm going to need it to be more specific, i start to not follow along when variables start getting moderately complex.
 

simonake

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Trigger:
  • For each IntegerA do 1 to 10 (Actions)
    • Loop -
      • Set DamageLoc[IntegerA] = Position of (Triggering unit) offset by (50 + (50 x (IntegerA)) facing facing of (Triggering unit)
        • Unit Group - Pick every unit in 50 range of DamageLoc[IntegerA] matching (Matching unit) is a Structure Equal to FALSE and (Matching unit) belong an enemy of (Owner of (Triggering unit))
          • Loop -
            • If, then, else multiple functions
              • Loop -
                • If -
                  • (Picked unit) is in Group Equal to False
                • Then -
                  • Unit Group - Add (Picked unit) to Group
                  • Unit - Cause (Triggering unit) to cause (Picked unit) DmgCount of type spell and normal
                • Else -
                  • Custom script: HOPE IT HELP YOU! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin :D" loading="lazy" data-shortname=":D" />

with 10, it will go out to 550 range. if you want more, then set the "10" to more.
And add this line of code to make it leakless.
Trigger:
  • Custom script: call RemoveLocation(udg_DamageLoc[GetForLoopIndexA()])
 

seansucks

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when i'm setting the offset, i can't select integer a, it doesn't exist in the list of possibilities
 

simonake

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You have to use the thingy "convert integer into real"

Would you like me to trigger it for you?
 

seansucks

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nevermind i figured the variable out.

but yes!! it works, unfortunately, there's a bit of a problem. it doesn't work every time.
of course the ability casts, but not everytime do they take damage. it might be a leak i think.
that they only take damage in the original line casted. but if i keep casting it it works again, but only on a chance.

ps. how good at triggering are you? i'm creating a map and i need a little help, would you be interested?
 
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