Ability help

eloytoro

New Member
Reaction score
4
I was trying yo imitate dota's dope walk ability, the trigger until now is this...
Code:
Dope Walk
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Dope Walk (4)
    Actions
        Unit - Create 1 Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Hero - Create Wand of Illusion Dummy and give it to (Last created unit)
        Hero - Order (Last created unit) to use (Last created item) on (Casting unit)
        Unit - Turn collision for (Last created unit) Off
        Unit - Move (Last created unit) instantly to (Position of (Casting unit)), facing (Facing of (Casting unit)) degrees

The only problem i have right now is: How do i specify that the illusion is the one to the position of the hero and not the dummy?
 

jonadrian619

-___-
Reaction score
242
Turn the pathing/collision for the Hero off using triggers (its somewhere around the Units, Units-Turn collision on/off i think) then turn the pathing/collision on again.
 

eloytoro

New Member
Reaction score
4
The one who gets the collision off is the illusion, so it dosnt matters if it turns on again because it will eventually disappear
 

X-maul

AKA: Demtrod
Reaction score
201
if its an sort of an slide ability you want then i got an ability in my map that will do it
Code:
Slide Init
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Slide Chrush (Channel)
    Actions
        Set Caster = (Casting unit)
        Set CasterPosition = (Position of Caster)
        Set TargetPoint = (Target point of ability being cast)
        Set Distance = (Distance between CasterPosition and TargetPoint)
        Set Angle = (Angle from CasterPosition to TargetPoint)
        Set N = 0.00
        Wait 0.20 seconds
        Unit - Pause Caster
        Animation - Play Caster's spell channel animation
        Unit - Turn collision for Caster Off
        Unit Group - Pick every unit in (Units within 175.00 of (Position of Caster) matching ((Picked player) Equal to (Random player from (All enemies of (Owner of Caster))))) and do (Actions)
            Loop - Actions
                Unit - Cause Caster to damage (Picked unit), dealing 200.00 damage of attack type Hero and damage type Shadow Strike
        Trigger - Turn on Slide Effect <gen>
then you create this trigger
Code:
Slide Effect
    Events
        Time - Every 0.03 seconds of game time
    Conditions
    Actions
        Set CasterPosition = (Position of Caster)
        Set MoveToPoint = (CasterPosition offset by 20.00 towards Angle degrees)
        Set N = (N + 20.00)
        Unit - Move Caster instantly to MoveToPoint
        Special Effect - Create a special effect attached to the origin of Caster using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation(udg_MoveToPoint)
        Custom script: call RemoveLocation(udg_CasterPosition)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (N Greater than or equal to Distance) or ((Caster is dead) Equal to True)
            Then - Actions
                Unit - Cause Caster to damage circular area after 0.00 seconds of radius 200.00 at (Position of Caster), dealing 100.00 damage of attack type Chaos and damage type Normal
                Unit - Unpause Caster
                Unit - Turn collision for Caster On
                Animation - Reset Caster's animation
                Custom script: set udg_Caster = null
                Custom script: call RemoveLocation(udg_MoveToPoint)
                Trigger - Turn off (This trigger)
            Else - Actions
                Do nothing

The Ability Slide Chrush
the ability can be based on nearly any ability that got an target were you chose it like shockwawe, searing arrow, and so on...

Variable's -
Caster - Unit (unit)
CasterPosition - Point (location)
TargetPoint - Point (location)
Distance - Real (real)
Angle - Real (real)
N - Real (real)
Hope you could use it^^
 

eloytoro

New Member
Reaction score
4
Because of that post i guess you dont know what Dope Walk is, thnx, but is useless for me now. Dope Walk is a DoTa ability that allows the caster to turn invisible while creating an illusion in its exact position, this way the hero can escape leaving a perfect decoy back
 

X-maul

AKA: Demtrod
Reaction score
201
ahh okay i thought it was that time walk, the faceless got.
hehe i'll see what i can do...
 

BRUTAL

I'm working
Reaction score
118
so just use wind walk, and when its used make a trigger that creates 1 w.e unit at that point?
 

X-maul

AKA: Demtrod
Reaction score
201
i'm not sure about this, and i havent tried it out myself, but maybe its like this...
Code:
Dope Walk
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Wind Walk
    Actions
        Unit - Add Mirror Image to (Casting unit)
        Unit - Turn collision for (Casting unit) Off
        Unit - Order (Casting unit) to Orc Blademaster - Mirror Image
        Unit - Remove Mirror Image from (Casting unit)
        Unit - Turn collision for (Casting unit) On
 

eloytoro

New Member
Reaction score
4
Ok, this is what i did:
1) I created a ability based on wind walk and modified it
2) Created a dummy with a hero inventory
3) Created a trigger were the dummy uses an item on the hero casting dope walk
The problem is that i cant put the illusion in the same spot the casting hero is, it spawns some distance a far and that makes the escape decoy easy to detect.
 

BRUTAL

I'm working
Reaction score
118
The problem is that i cant put the illusion in the same spot the casting hero is, it spawns some distance a far and that makes the escape decoy easy to detect.

turn the collision off, then turn it on
 

eloytoro

New Member
Reaction score
4
in my trigger the colision is already turned on and off, but the illusion still getting away

btw, using mirror image didnt work at all, it dispells the wind walk buff
 

eloytoro

New Member
Reaction score
4
Still not working, is there any way to specify the trigger an illusion like "move instantly last created illusion to position of casting unit"?
 

Larcenist

REP: Respect, Envy, Prosperity?
Reaction score
211
Events:
A unit starts the effect of an ability

Conditions:
Ability being cast equal to Dopple Walk

Actions:
---------Your actions------
 

BRUTAL

I'm working
Reaction score
118
the reason its not exactly in the same spot i think is cause of the movement type, if you change it to "fly" it will work, but it might be weird going near different levels of land
 

Larcenist

REP: Respect, Envy, Prosperity?
Reaction score
211
I made a Dopple Walk ability long time ago, and I just used "A unit starts the effect of an ability", then I created a dummy, added inventory, gave it a wand of illusion and ordered it to use it. That worked perfectly.
 

eloytoro

New Member
Reaction score
4
the trigger now looks like this

Code:
Dope Walk
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dope Walk (4)
    Actions
        Unit - Turn collision for (Casting unit) Off
        Unit - Create 1 Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
        Hero - Create Wand of Illusion Dummy and give it to (Last created unit)
        Hero - Order (Last created unit) to use (Last created item) on (Casting unit)
        Unit - Remove (Last created unit) from the game
        Unit Group - Pick every unit in (Units within 200.00 of (Position of (Casting unit)) matching (((Matching unit) is an illusion) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Turn collision for (Picked unit) Off
                Unit - Move (Picked unit) instantly to (Position of (Casting unit)), facing (Facing of (Casting unit)) degrees
        Unit - Turn collision for (Casting unit) On

And still broken
 

eloytoro

New Member
Reaction score
4
:D i did it, i just teared the trigger in two parts, now the pick every unit in group is in another trigger!

Code:
Dope Walk
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dope Walk (4)
    Actions
        Set DopeWalkCaster = (Casting unit)
        Unit - Turn collision for DopeWalkCaster Off
        Unit - Create 1 Dummy for (Owner of DopeWalkCaster) at (Position of DopeWalkCaster) facing Default building facing degrees
        Hero - Create Wand of Illusion Dummy and give it to (Last created unit)
        Hero - Order (Last created unit) to use (Last created item) on DopeWalkCaster
        Unit - Remove (Last created unit) from the game
        Trigger - Run Dope Walk Position <gen> (ignoring conditions)

Code:
Dope Walk Position
    Events
    Conditions
    Actions
        Unit Group - Pick every unit in (Units within 200.00 of (Position of DopeWalkCaster) matching (((Matching unit) is an illusion) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Turn collision for (Picked unit) Off
                Unit - Move (Picked unit) instantly to (Position of DopeWalkCaster), facing (Facing of DopeWalkCaster) degrees
        Unit - Turn collision for DopeWalkCaster On
 
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