a nice charge/rush ability help

Red Beard

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well, basically, i have been trying to create an ability that i can use to 'charge' an enemy, knocking them back,

a stun isnt necessary, but the charging and knocking back is.

any ideas on how to develop this?

i have tried a few methods, but im not happy with my results so far
 
Code:
Charge
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Charge
    Actions
        Unit - Make (Casting unit) face (Target unit of ability being cast) over 0.00 seconds
        Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
        Unit - Move (Target unit of ability being cast) instantly to ((Position of (Target unit of issued order)) offset by 200.00 towards ((Facing of (Casting unit)) + 180.00) degrees)
 
I should have elaborated... i would like a run up. I cant get a charge/sprint.

think--- bad guy "uhoh"
Good guy *run run....SMASH*
 
ah i see, ok then try this

Code:
Charge
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Charge
    Actions
        Set Charger = (Casting unit)
        Unit - Order (Casting unit) to Attack Once (Target unit of ability being cast)
        Unit - Set No unit movement speed to ((Default movement speed of (Casting unit)) x 2.00)
        Trigger - Turn on Knockback <gen>

Code:
Knockback
    Events
        Unit - A unit Is attacked
    Conditions
        (Triggering unit) Equal to Charger
    Actions
        Unit - Set Charger movement speed to (Default movement speed of Charger)
        Unit - Make (Attacking unit) face (Attacked unit) over 0.00 seconds
        Unit - Move (Attacked unit) instantly to ((Position of (Attacked unit)) offset by 200.00 towards ((Facing of (Attacking unit)) + 180.00) degrees)
        Set Charger = No unit
        Trigger- Turn off (this trigger
if you have more than 1 unit using this at same time it will mess up so be warned. also any slowing effects will be negated once it starts charging and it can change its target to any and will keep charging until it attacks (you can add a wait action then turn knockback trigger back off early if you dont want them running around double speed as long as they want(without attacking anything))
 
AgentPaper said:
you dont want them running around double speed as long as they want(without attacking anything))

no. that would be very uncool.
 
ok then add this at the end of the actions of the first trigger
Wait 15.00 game-time seconds
Trigger - Turn off Knockback <gen>

replace 15 with whatever number you want
 
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