Hello!
I'm making a leap spell, and I want the leaping unit to finish the spell animation when it reaches the landing point. The leaping distance may vary.
Can anyone help me out with the math here?
(I'm trying to determine which animation speed to give the unit)
The leaper (Caster) travels...
Hello!
I'm looking for a simple way to check if unit A is facing (looking at) unit B. Facing meaning that unit B is maximum of +/- 45 degrees in front of unit A. I saw this: (Cos((Sector facing - (Angle from Loc1 to Loc2)))) Greater than or equal to 0.766
Here...
I did this: Facing Target
Events
Conditions
Ability_Continue Equal to True
Actions
Set Point[1] = (Position of Targ)
Set Real[1] = (Facing of Targ)
Set Real[2] = (Facing of Caster)
If (All Conditions are True) then do (Then Actions) else do...
Facing Target
Events
Conditions
Ability_Continue Equal to True
Actions
Set Point[1] = (Position of Targ)
Set Real[1] = (Facing of Targ)
Set Real[2] = (Facing of Caster)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)...
I'm not making my abilities the wc3 way, but the "WoW way", meaning you right click a guy and then he's your target. Then you use no target spells, which will still cause an effect on your target. Therefor I have to check that the caster is facing the target (and also that the target is in...
Facing Target
Events
Conditions
Ability_Continue Equal to True
Actions
Set Point[1] = (Position of Targ)
Set Real[1] = (Facing of Targ)
Set Real[2] = (Facing of Caster)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)...
Hello!
I need help with a kind of "reverse backstab ability". I want to check that udg_Caster is facing udg_Targ. This is what I got so far (looking on other backstab abilities I understood I need these things, but probably in other order with other numbers for checking if unit is facing other...
Thanks for the help, but the range actually had to be set to 1 for this to work, if it was at zero they would attack as if they had regular acquisition range :)
Edit: Units will still aid allies, and if attacked they will defend themselves. Any tips on how to solve this?
Hello!
I was wondering if anyone got a clever way of making a unit only attack when I order it to attack something? I used worker classification, but that will make the unit defend itself once attacked by other worker-classified units. I do not want that. Any ideas? Thanks in advance :)
Hello!
I downloaded this model: http://www.hiveworkshop.com/forums/models-530/progressbardummy-218777/
It is a progress bar dummy which takes 1 second to fully load. Now I need help to decide the formula to decide the animation speed depending on the casting time. As I mentioned, the loading...
Hello!
Lately I've been working on a map in which up to (6) Spell Breakers battle against each other. The goal is to get to a certain amount of points, points are gained by killing other Spell Breakers and doing events that constantly spawn (I.E: a flag spawns, take it and bring it to the...
Thanks for the support guys! Deflecting is when Action = True. This is what I got now, and seems like it always deflects now (?)
Defend Reflect
Events
Conditions
(Target is in Defend_Group) Equal to True
Actions
Set Point[10] = (Position of Target)
Set...
I'm guessing what you're really after is having the effects spawned by Chain Lightning and Healing Wave to be seen? Or do you want the creeps to die if they have for example 50 life and the Chain Lightning deals 200 damage, but survive and retain their HP if they have for example 250 life...