Ability "Double Shock Wave"

REM.Shephard

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Hi! I want to make an ability using the ladder "Shock Wave", but when the projectile reaches its maximum range (600), I want it to come back to the position of the caster (dealing damage to any enemy unit it collides with). The first projectile must have 1000 speed and the second one 500 speed.

Is this posible to do? Thanks in advance.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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You could make a dummy some distance from the caster, then get it to cast another Shockwave at the right time.
 

skyblader

You're living only because it's illegal killing.
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You can use a timer, not sure how to though. So when the shockwave reaches the other side, the timer should expire and order the other unit to cast a shockwave back. Maybe it requires a hashtable :p

Or you can do something like,

Shockwave casted, create dummy unit at position of caster offset by 600 towards facing angle of ability(angle from position of caster to target point of ability being cast) and add an expiration timer to it.

Another trigger when the unit dies, check if the unit is that unit (or you could add it to a unit group and then check if it's in the unit group in this trigger) then create another dummy unit at the position of triggering unit with the same facing angle and order it to cast at a point offset by 10 towards facing angle of unit. Means the dummy unit is just a timer. :p
 

junicobakura

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i use skill cast time as timers.

:D

make 2 ladder shockwave

1 with no cast time. 1000 missile speed

and another 1 with a cast time(timed when the 1st's missile reaches max distance) with 500 speed
 

Bogrim

y hello thar
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Create a dummy unit at the finishing point and detect when the shockwave damages the unit, then create a new dummy unit that casts the second shockwave.

If you don't wish for a targetable dummy unit, you could alternatively trigger the projectile yourself by moving the shockwave with a periodic trigger.
 

cleeezzz

The Undead Ranger.
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timer is your best bet without going too complicated. custom projectiles is highly unnecessary unless you want the spell to be more complicated in the future.

Detect angle at cast, create a timer or a wait and create a dummy at caster offset by shockwave distance towards angle. Order it to cast a dummy shockwave thats slower.

targetable dummy unit
locust?

the only issue is if you cast shockwave on a moving unit instead of the ground. what happens is it takes the units location at cast but the shockwave spell itself will try to adjust the angle during cast since you targeted the unit. This means the actual shockwave will go in a different direction than the trigger recorded and it will look weird. Maybe you could turn off shockwave unit target and force it to be ground target only?
 

Bogrim

y hello thar
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If you use locust the unit cannot be damaged by the missile. Placing a unit at the finishing line and detecting the damage caused by the missile will easily allow you to find the exact moment at which the missile hits the end of the cone with a damage event.

This could be done graphically by e.g. using a graphical unit such as this dust and rumble effect.
 

HydraRancher

Truth begins in lies
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If you use locust the unit cannot be damaged by the missile. Placing a unit at the finishing line and detecting the damage caused by the missile will easily allow you to find the exact moment at which the missile hits the end of the cone with a damage event.

This could be done graphically by e.g. using a graphical unit such as this dust and rumble effect.

Locusted units can be damaged can they not? I remember creating a dummy unit, but forgetting to make it invulnerable and saw it being attacked by other units.
 

Bogrim

y hello thar
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Locusted units can be damaged can they not? I remember creating a dummy unit, but forgetting to make it invulnerable and saw it being attacked by other units.
Locust is the ability used by the summons in the Locust Swarm ability. It turns a unit into a special effect, rendering it both invulnerable and un-selectable as well making the units movement ignore any path obstacles.

Removing the properties of Locust (or Locust itself) from a unit has an unintended effect and will leave the unit attackable and controllable but remaining un-selectable. The only way to fix this is to hide and unhide the unit after removing the Locust ability from the unit. But some map makers use this bug to create un-selectable units that can still be attacked and controlled.
 
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