Ability Art

pwnagenub2

New Member
Reaction score
3
Hey guys.

I need some help on how to change the model on an ability.

I'm pretty sure I need to create a dummy, then trigger some stuff, but I'm stuck on the trigger part.

I'm making a shockwave spell, it's finished, I just need the certain missle that I created to come out instead of the original one.

Thanks
 
Reaction score
341
FYI, Units aren't models.

So you cannot base an effect off a unit in the OE, unless you want to trigger your spell.

Your going to need to open that model in a model editor, and increase it's size.

The better way is to trigger it via dummys, but i'm not going to be the one to teach you that.
 

pwnagenub2

New Member
Reaction score
3
FYI, Units aren't models.

So you cannot base an effect off a unit in the OE, unless you want to trigger your spell.

Your going to need to open that model in a model editor, and increase it's size.

The better way is to trigger it via dummys, but i'm not going to be the one to teach you that.

I tried to trigger it with dummies, and I know it's pretty simple, I've done it before I just can't figure out how.
 
Reaction score
341
I tried to trigger it with dummies, and I know it's pretty simple, I've done it before I just can't figure out how.

Create a dummy unit in the unit editor.

Make it's model your boulder.

Increase it's scaling value (Art - Scaling Value).

And just use it in your trigger (Assuming you know how to trigger dummy units)
 

pwnagenub2

New Member
Reaction score
3
I tried these 2 triggers

Code:
Rock Wrecker
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Rock Wrecker 
    Actions
        Set sw_caster_point = (Position of (Triggering unit))
        Set sw_target_point = (Target point of ability being cast)
        Unit - Create 1 Footman for (Owner of (Triggering unit)) at sw_caster_point facing sw_target_point
        Unit - Add Rock Wrecker  to (Last created unit)
        Unit - Set level of Rock Wrecker  for (Last created unit) to (Level of Rock Wrecker  for (Triggering unit))
        Unit Group - Add (Last created unit) to sw_dummy_group
        -------- The custom Value times the distance in which it moves is the final distance that the shock wave travels. Modify to increase range --------
        -------- The life of the shock wave dummy is your attributes. You can modify how this works --------
        Trigger - Turn on Movement <gen>
        Custom script:   call RemoveLocation(udg_sw_caster_point)
        Custom script:   call RemoveLocation(udg_sw_target_point)

Code:
Movement
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in sw_dummy_group and do (Actions)
            Loop - Actions
                Set sw_dummy = (Picked unit)
                Set sw_dummy_point = (Position of (Picked unit))
                Unit - Move (Picked unit) instantly to (sw_dummy_point offset by 25.00 towards (Facing of (Picked unit)) degrees)
                Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) - 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Custom value of (Picked unit)) Equal to 0
                    Then - Actions
                        Unit - Remove (Last created unit) from the game
                        Unit Group - Remove all units of sw_target_group from sw_target_group
                    Else - Actions
                        Unit Group - Pick every unit in (Units within (100.00 + (10.00 x (Real((Level of Stone Veil  for sw_dummy))))) of sw_dummy_point matching ((((Matching unit) belongs to an enemy of (Owner of sw_dummy)) Equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is in and do (Actions)
                            Loop - Actions
                                Unit - Cause sw_dummy to damage (Picked unit), dealing (Life of sw_dummy) damage of attack type Spells and damage type Normal
                                Unit Group - Add (Picked unit) to sw_target_group
        Custom script:   call RemoveLocation(udg_sw_dummy_point)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of units in sw_dummy_group) Equal to 0
            Then - Actions
                Trigger - Turn off (This trigger)
            Else - Actions



It spawns now, but it goes on forever and never gets removed.
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top