For simplicity, i make missile speeds equal if allowed,
but there will be bugs from time to time,
so yeah just use a dummy projectile with triggers.
I think you'll be limited by the 522 move speed.
There's a more tedious way but here's the idea:
A unit starts the effect of an ability
Set...
I really want to use Lightning Shield, but i still have to trigger the damage since it deals damage per second only. (not damage over millisecond)
I think LS damages allied units as well.
I want an LS that damages the enemies of the caster but not the target.
I also need a dummy damage source so...
I think it'll only prevent units to cast more than one lightning shield on a unit at the same time.
I want players to replace others' lightning shield with their own lightning shield.
The cooldown of the ability is fast enough to allow a unit to cast lightning shield twice on the same unit...
I made a custom ability using triggers which appears to put lightning shield on a unit, damaging enemies of the caster but not the actual target. I have to trigger this because i want it to deal damage every 0.1 second. Also i don't want the target unit to suffer, only the surrounding enemy...
I've made my Evasion System before that varies the hit rate/evasion of all units based from the difference in level and agility of the attacked and the attacker.
I have my Evasion Ability hidden in a spell book with 100 levels, where level 1 is set to 0% and 100 set to 99%. All units have this...
When moving, you could turn off the collision of picked units.
Then add another trigger:
A unit is attacked
Attacking Unit is a zombie
turn on collision for attacking unit.
You can also make use of non-moving units such as wards and structures.
Or make use of 0 collision flying units.
How bout this?
Ability1 Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ability1
Actions
Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (50.00 x (Real((Level of Ability1...
Try this, this works.
Hide Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Hide
Actions
Set TargetUnit[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
Unit - Hide...