Ability triggering help

Some1Sneakin

New Member
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Im making an ability named stampede (it has nothing to do with rexxars ulti).
The hero who got the ability is the model "Magnataur".

Stampede
The magnataur runs with incredible speed to a targeted point, dealing damage to every unit he touch and stunning them. The magnataur gets invurneable while running.

I hope you understand what i want and im not a big noob when its about triggering so do only need help with the hard parts :p
 

Flare

Stops copies me!
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since i cant (quiet literally...) look at GUI triggers, ill upload a demo map with the spell. its not MUI or MPI and contains a few other random spells (the triggers are in the Charge category) and the heroes animation doesnt work perfectly (he is supposed to do walk animation but he doesnt...)

edit: oh, ur intention is to charge towards target point. my spell charges after a target unit, then pushes them backwards based on the speed of the hero upom impact and it doesnt affect units near the hero...
 

Attachments

  • RagingCharge.w3x
    31 KB · Views: 118

Some1Sneakin

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well its a start, ill try making my triggers from yours, if it dont work ill repost later. Anyway thanks.
 

Tru_Power

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Hmmmm, you could give the unit locust, it makes him invulnerable and non-colliding with other units, and give him a permanent immolation that deals damage and remove it when he gets to a point. To add in the stun effect, what you could do is a unit acquires a buff event then set the buff to immolation or stampede or whatever, give the unit that receives it a self stun spell, like give it the mountains king storm hammer and order the unit that received the buff to target himself with the spell. then remove the spell after. I hope I helped.
 

Sim

Forum Administrator
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> The magnataur runs with incredible speed to a targeted point

For this part sliding will be your friend.

> dealing damage to every unit he touch and stunning them.

Every 0.0x second or so pick every units within, like, 100 of the magnataur and create a dummy that will stun and damage them.

> The magnataur gets invurneable while running.

Hmm. Turn him invulnerable once it begins and turn it off when it ends. :)
 

Tru_Power

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Really, sh*t, I thought my idea may have worked....

Isn't there another way to turn off collision?
 

Some1Sneakin

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Ok it didnt work... it gotta be some noobish mistake i did, but the hero always run to the middle of the map (and he doesnt do his walk animation).

Heres the triggers (i still use your map as a test map Flare, before i import them):

Code:
Charge cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Raging Charge 
    Actions
        Set ChargeCaster = (Triggering unit)
        Unit - Make ChargeCaster Invulnerable
        Set ChargeTarget = (Target point of ability being cast)
        Animation - Play ChargeCaster's walk animation, using only Common animations
        Unit - Turn collision for ChargeCaster Off
        Unit - Pause ChargeCaster
        Trigger - Turn on Charge movement <gen>
        Trigger - Turn on Charge impact <gen>

Code:
Charge movement
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Set ChargeCasterLoc = (Position of ChargeCaster)
        Set ChargeTargetLoc = ChargeTarget
        Set ChargeAngle = (Angle from ChargeCasterLoc to ChargeTargetLoc)
        Set ChargeSpeed = 2.50
        Set ChargeMove = (ChargeCasterLoc offset by (ChargeSpeed x 4.00) towards ChargeAngle degrees)
        Unit - Move ChargeCaster instantly to ChargeMove
        Custom script:   call RemoveLocation (udg_ChargeCasterLoc)
        Custom script:   call RemoveLocation (udg_ChargeMove)
        Custom script:   call RemoveLocation (udg_ChargeTargetLoc)

Code:
Charge impact
    Events
        Time - Every 0.50 seconds of game time
    Conditions
    Actions
        Set ChargeCasterLoc = (Position of ChargeCaster)
        Set ChargeTargetLoc = ChargeTarget
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Distance between ChargeCasterLoc and ChargeTargetLoc) Less than or equal to 75.00
            Then - Actions
                Trigger - Turn off Charge movement <gen>
                Unit - Unpause ChargeCaster
                Unit - Turn collision for ChargeCaster On
                Trigger - Turn off (This trigger)
                Unit - Make ChargeCaster Vulnerable
            Else - Actions
        Custom script:   call RemoveLocation (udg_ChargeCasterLoc)
        Custom script:   call RemoveLocation (udg_ChargeTargetLoc)
 

Baltazhar

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Set ChargeCasterLoc = (Position of ChargeCaster)
Set ChargeTargetLoc = ChargeTarget

Shouldn't this ChargeTargetLoc be a point and not a unit? It should be "Set ChargeTargetLoc = (Position of ChargeTarget)" I believe.

Set ChargeAngle = (Angle from ChargeCasterLoc to ChargeTargetLoc)
This confuses me as well. Shouldn't it be distance and not the angle?
 

Sil3nt

SUP?
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How about give the mag no collision and give it immolation and order it to move to specified point every x seconds and remove them when it reaches the area. (Seen it done in Rabbits vs Sheep)
 

Baltazhar

Active Member
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That's a simple way to do it Sil3nt, pretty good suggestion. If u want stunning as well, u'll need a dummy unit to stun them.
 

Some1Sneakin

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Quote:
Set ChargeCasterLoc = (Position of ChargeCaster)
Set ChargeTargetLoc = ChargeTarget

Shouldn't this ChargeTargetLoc be a point and not a unit? It should be "Set ChargeTargetLoc = (Position of ChargeTarget)" I believe.


Quote:
Set ChargeAngle = (Angle from ChargeCasterLoc to ChargeTargetLoc)

This confuses me as well. Shouldn't it be distance and not the angle?

Well ChargeTarget was from the beginning a Unit variable (when flare did the trigger) but i changed ChargeTarget to point variables.

Also about the damage and stun, does it work good to make a trigger that checks like ever 0.2 sec or something all nearby enemies, and if there are a nearby enemy, then ill create a dummy unit to cast an ability that stuns and deals damage, but to not make the enemy take damage over and over again ill make the trigger check before it deals damage if the unit have the Buff "the dummy ability".
Doest that work?
 

Some1Sneakin

New Member
Reaction score
5
Well it still doesnt work, hes still walking to middle, and he isnt ever facing the right way, and he doesnt make the animation. If anyone know the solution of any of this problems, please help!
 
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