Ability Art

pwnagenub2

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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
 
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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
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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.
 
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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
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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.
 
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