A couple of abilities I need help on

unju

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+rep to people who can give me hints on these:

1) "Dashback - Wren, as a ranged hero, is weak against melee heroes. This ability allows her to move back quickly and leave a trail of caltrops (sic) to slow her enemy (if they walk into them). Wren ALWAYS moves backwards when using this ability, so it requires a small amount of skill on the player's part to not move into the enemy. "

I don´t understand how you can make it move backwards. You´d need to know exactly where it is facing, and then move it 180 degrees I guess...I dunno how to do it.

2) "Immolation Arrows - Wren infuses her next arrow with fire. She points to a spot where the arrow will go and fires. When it hits a foe, the arrow breaks apart and deals initial damage. The magic in the arrow also causes fire on the ground to deal damage over time (5 seconds) in a small area around her enemy. Range is 1000. "

If you target a point on the map with an ability, how do you know which units it hits -given that the area of effect in this case isn´t circular-

3) "Pierce (passive) - Wren's bow arm gets stronger as she fights. Whenever she uses her Immolation Arrows, there is a chance that the arrow will continue to travel through her opponent into another foe."

4) "Acceleration (passive) - Wren is one of the quickest of her kind to react in any given situation. From a standing position, she can get herself out of any situation. She gains an increase in movement speed when she stops. So as soon as she starts moving again, she moves slightly faster for a short period of time."

I am completely at a loss in this one. How exactly can you know with the editor when a unit is standing still??

Thanks for the help =)))
 

Quauhtli

I have the right to remain silent.
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1) not really sure it is possible to make a unit walk backwards...
2) ??
3) i have seen something of this before.... will search for it
4) u must make a trigger that increases movement speed and after say 5 seconds you change it to the normal speed. <= this is easy to do, unless... you have it that she has different movement speeds (like with boots of speed, although im not sure that causes problems)
The action is as following
Code:
Unit - Set (Triggering unit) movement speed to 522.00
Wait 5.00 seconds
Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
 

the Immortal

I know, I know...
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Ok, these abilities can be done, but if you want them MUI it will be JASS-ing

1. When the hero uses the ability. Order her to move backwards (easiliy done via triggers), and start creating units with "slow aura" (dummy units with locust)

2. Again made by dummy units. ORder him to move and if there's someone within ~50 range, remove it, dealing dmg.

3. In the Spell #2 check if the hero has this ability. Then just don't destroy the 'unit' and it will continue to move ...

4. Order comparison. Check every X seconds if current order of the hero is "stop" and if so, order dummy-unit to cast modified berserk to her. After that (in the same trigger) do else - check if current order is "move", "attack-move)" (or something like that), then wait X seconds and remove the "Bloodlust" buff from her.


If you want, I can help you for these abilities, but I don't know when I will be able to make them.
 

unju

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Wow thx Immortal, that was actually a great help =) +rep

Thanks again. I WILL be trying these out myself -me without JASS =(-, but if you feel like helping me further and working on them that´d be amazing. Time is not a problem -at least for a month and a half or so. I will be coming back every now and then to see if you have made progress.

Thanks again, that help post was just great.:)

PS: forgot, doesn´t need to be MUI, there will only be one hero of that kind on the map.
 

chovynz

We are all noobs! in different states of Noobism!
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1) Sorry. no idea on this one. AFAIK a unit will always face the direction of the mouse movement click. IS there a way to rotate the model like you say 180 so that the unit Faces the mouse click but it LOOKS like she's walking bacwards?

2) line of sight shots might work. Maybe make a spell based off carrion swarm or some other direct line shot.

Code:
ArrowHits
    Events
        Unit is attacked
    Conditions
        Attacking unit is casting Arrow_Immolation
    Actions
        Triggering unit takes damage
        Run Arrow_break

3) Sorry dont know.
4) Maybe something like this will work: (I haven't tested this)
Code:
Acceleratioin initial
    Events
        Unit - Footman 0000 <gen> Is issued an order targeting a point
    Conditions
        (Learned Hero Skill) Equal to Avatar
    Actions
        Set accel = 0
        Set TriggerRun = 0
        Trigger - Turn on Acceleration trigger <gen>
Code:
Acceleration trigger
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Set accel = (accel + 1)
        Set TriggerRun = (TriggerRun + 1)
        Unit - Set (Triggering unit) movement speed to ((Default movement speed of (Triggering unit)) + (Real(accel)))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                TriggerRun Equal to 50
            Then - Actions
                Set accel = 0
                Trigger - Turn off (This trigger)
            Else - Actions

This would need modifying as this is an acceleration trigger from start of movement to end of movement. You'd have to add the bonus movement speed at the end of the movement on a reversed countdown of TriggerRun, with a shorter time.
 

unju

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Chovynz +rep for the great effort. I think that, for the first 3 abilities, using dummy units is the way to go, as Immortal mentioned.

For the last one, I will be trying your code and see what i can do -I am not at home now tho.

Thanks a bunch.
 

chovynz

We are all noobs! in different states of Noobism!
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Hi Unju,

I have found a way for a unit to be backwards in WE. Sorry, I cant test in game so you'll have to yourself.

1) Place a unit you're not using anywhere else. I think you said there's only gonna be 1 of each of the heros is that right? if so then this trick might work on your map with some modifying.
2) select unit and open it in the object editor (Ctrl + F1)
3) change the Art - Maximum Pitch Angle (degrees) and Maximum Roll Angle (degrees) to -180. Hold shift to do so when you click on the fields to change the value.

Your unit should be facing backwards now. Like i said I dont know if this works in game. (My CD rack is broke, so i can't play Wc3 :(:(:(...fortunatly I had left the editor open before the rack broke.......just dont......close.....it!)

Hope this helps some.


{edit: just thought of something else....Wren walks backward when she uses that Dashback right? weeeell what if you made two Wrens? the normal one Wren1 and the backward one as above Nerw? When ability being cast = dashback, copy all items, exp, stats, blah blah of Wren1 into a gamecache. Create 1 Nerw at position of Wren1 facing -180 of facing angle of Wren1. Remove Wren1. Load all items exp, stats, blah blah into Nerw }
 

Zeromatter

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1) I suppose you want your hero to slide backwards really fast, dropping here little caltrop thingies as she goes. Instead of **Ordering** her, SLIDE her. If you dont know how to slide units, go to the tutorials and look it up. (I'd tell you, but it's a real pain to explain sliding to people, and that tutorial does it for me.)

As for the dropping of caltrops, do this:

Trigger 1
events: Unit starts the effects of a spell
Conditons: Spell being cast=Walk Backwards <Or whatever u call it>
Actions: Turn on Trigger 2
set WalkBackwardsUnit=casting unit
Wait X seconds <X being how long it takes for her to slide back>
Turn off Trigger 2

Trigger 2 (Initially off)
Events: Every X seconds <Decrease to make more caltrops, increase to make less>
Conditons:
Actions: Create 1 caltrops unit at location of casting unit.


Now you just have to make a trigger for the caltrops to work. I suggest having the caltrops have some form of suicide dealing no dmg, then use dummy units to cast a Slow spell on the suicided unit. I say to have the caltrops suicide, because that's how they work in real life. They tend to get stuck in the person's foot, thereby slowing them. You could use a slow aura, but it'd be less realistic. (Or maybe u can say the caltrops fall out of their feet?)
 

the Immortal

I know, I know...
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I prefer to make them in JASS, but since you don't understand it, I made two of the spells in GUI.
Note I don't know what are the "caltrops", so if you explain I can make the spells better ;)

Also you will need a var. "Wren" (this is the hero's name, right?) which is initially set to the hero (you said there's only one on the map), TempPoint (point-type) and TempReal (Real-type)
Code:
Dashback Act
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to [Dashback]
    Actions
        Unit - Set the custom value of Wren to 0
        Trigger - Turn on Dashback Move <gen>
        Wait 0.50 game-time seconds
        Trigger - Turn off Dashback Move <gen>
Code:
Dashback Move
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        If (((Facing of Wren) - 180.00) Less than 0.00) then do (Set TempReal = ((Facing of Wren) + 180.00)) else do (Set TempReal = ((Facing of Wren) - 180.00))
        Set TempPoint = ((Position of Wren) offset by 8.00 towards TempReal degrees)
        Unit - Move Wren instantly to TempPoint
        Unit - Set the custom value of Wren to ((Custom value of Wren) + 1)
        Set TempPoint = (Position of Wren)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Custom value of Wren) Equal to 12
            Then - Actions
                Unit - Set the custom value of Wren to 0
                Unit - Create 1 [unit] for (Owner of Wren) at TempPoint facing Default building facing (270.0) degrees
            Else - Actions
And the Acceleration:
Code:
Acceleration
    Events
        Time - Every 0.50 seconds of game time
    Conditions
        (Level of [Acceleration] for Wren) Greater than 0
    Actions
        Set TempPoint = (Position of Wren)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Current order of Wren) Equal to (Order(stop)) or (Current order of Wren) Equal to (Order(holdposition))
            Then - Actions
                Unit - Create 1 [dummy] for (Owner of Wren) at TempPoint facing Default building facing (270.0) degrees
                Unit - Add Bloodlust to (Last created unit)
                Unit - Set level of Bloodlust for (Last created unit) to (Level of [Acceleration] for Wren)
                Unit - Order (Last created unit) to Orc Shaman - Bloodlust Wren
                Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
            Else - Actions
                Wait 5.00 game-time seconds
                Unit - Remove Bloodlust buff from Wren

Hope they help you ;)
 
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