"attack" abillity

HydraRancher

Truth begins in lies
Reaction score
197
I want an abillity for my unit which cant attack that when "A" (the hotkey) is pressed then the unit attacks thin air. If it hits something (projectile) the thing will take damage. If the bullet say hits the edge of the map or something it explodes and it says miss on the hero. how can I do this?
 

Galdiuz

Creator of Photon Command
Reaction score
98
A nontargeted spell, a dummy and some triggers.
You know, a unit starts a spell, create and slide dummy, unit comes within range of dummy, deal damage ect.
 

D.V.D

Make a wish
Reaction score
73
Trigger:
  • Attack
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Attack
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CV Less than 1000
        • Then - Actions
          • Set CV = (CV + 1)
        • Else - Actions
          • Set CV = 1
          • Set UnitGroup[CV] = Units in (Playable map area)
      • Unit Group - Pick every unit in UnitGroup[CV] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is A Hero) Equal to True
            • Then - Actions
              • Set Attacker[CV] = (Picked unit)
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Stamina[CV] Less than or equal to 10
        • Then - Actions
          • Set Stamina[CV] = 0
          • Set Stamina2[CV] = Stamina
          • Skip remaining actions
        • Else - Actions
      • Set Angle[CV] = (Facing of Attacker[CV])
      • Set MultiPoint[0] = (Position of Attacker[CV])
      • Set MultiPoint[1] = (MultiPoint[0] offset by 101.00 towards Angle[CV] degrees)
      • Set UnitGroup[CV] = (Units within 100.00 of MultiPoint[1])
      • Set Damage[CV] = (Damage[CV] x Stamina2[CV])
      • Set Damage[CV] = (Damage[CV] / 3)
      • Floating Text - Create floating text that reads (String(Damage[CV])) above Attacker[CV] with Z offset 0.00, using font size 11.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
      • Set Text[CV] = (Last created floating text)
      • Floating Text - Change Text[CV]: Disable permanence
      • Floating Text - Change the lifespan of Text[CV] to 1.00 seconds
      • Floating Text - Change the fading age of Text[CV] to 1.00 seconds
      • Unit Group - Pick every unit in UnitGroup[CV] and do (Actions)
        • Loop - Actions
          • Unit - Cause Attacker[CV] to damage (Picked unit), dealing (Real(Damage[CV])) damage of attack type Normal and damage type Normal
      • Unit - Create 1 Dummy for (Owner of (Attacker[CV])) at MultiPoint[0] facing Default building facing degrees
      • Set Dummy[CV] = Last Created Unit
      • Unit - Set Custom Value of Dummy[CV] to CV
      • Set Damage[CV] = 0
      • Set Stamina[CV] = 0
      • Set Stamina2[CV] = 0
      • Custom script: call RemoveLocation(udg_MultiPoint[0])
      • Custom script: call RemoveLocation(udg_MultiPoint[1])
      • Custom script: call DestroyGroup(udg_UnitGroup[CV])


Code:
Attack
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Attack 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                CV Less than 1000
            Then - Actions
                Set CV = (CV + 1)
            Else - Actions
                Set CV = 1
                Set UnitGroup[CV] = Units in (Playable map area)
        Unit Group - Pick every unit in UnitGroup[CV] and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) is A Hero) Equal to True
                    Then - Actions
                        Set Attacker[CV] = (Picked unit)
                    Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Stamina[CV] Less than or equal to 10
            Then - Actions
                Set Stamina[CV] = 0
                Set Stamina2[CV] = Stamina
                Skip remaining actions
            Else - Actions
        Set Angle[CV] = (Facing of Attacker[CV])
        Set MultiPoint[0] = (Position of Attacker[CV])
        Set MultiPoint[1] = (MultiPoint[0] offset by 101.00 towards Angle[CV] degrees)
        Set UnitGroup[CV] = (Units within 100.00 of MultiPoint[1])
        Set Damage[CV] = (Damage[CV] x Stamina2[CV])
        Set Damage[CV] = (Damage[CV] / 3)
        Floating Text - Create floating text that reads (String(Damage[CV])) above Attacker[CV] with Z offset 0.00, using font size 11.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
        Set Text[CV] = (Last created floating text)
        Floating Text - Change Text[CV]: Disable permanence
        Floating Text - Change the lifespan of Text[CV] to 1.00 seconds
        Floating Text - Change the fading age of Text[CV] to 1.00 seconds
        Unit Group - Pick every unit in UnitGroup[CV] and do (Actions)
            Loop - Actions
                Unit - Cause Attacker[CV] to damage (Picked unit), dealing (Real(Damage[CV])) damage of attack type Normal and damage type Normal
        Unit - Create 1 Dummy for (Owner of (Attacker[CV])) at MultiPoint[0] facing Default building facing degrees
        Set Dummy[CV] = Last Created Unit
        Unit - Set Custom Value of Dummy[CV] to CV
        Set Damage[CV] = 0
        Set Stamina[CV] = 0
        Set Stamina2[CV] = 0
        Custom script:   call RemoveLocation(udg_MultiPoint[0])
        Custom script:   call RemoveLocation(udg_MultiPoint[1])
        Custom script:   call DestroyGroup(udg_UnitGroup[CV])

Added new variables into it and edited some:

CV = Integer
Dummy = Unit Array
All variables are arrays

This might work. I made it work for all units, not just preplaced units too. If you have any problems, tell me. You also need a unit with no model called Dummy. Ill update this to make him die when CV is equal to 1000.
 

HydraRancher

Truth begins in lies
Reaction score
197
what do you mean by "Make him die when CV is 1000" Can you post all the variables?
btw I only need a melee attack I realised I can use something else for ranged attack.
 

D.V.D

Make a wish
Reaction score
73
Your dummy that is made to set the custom value and keep it somewhere die when he isn't needed. So when CV is 1000, all the dummies will die that aren't used. I tried making this MUI. Failed. I really need help but I can post the map for you. The entire code doesn't work.
 

Attachments

  • Combat System.w3x
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Dirac

22710180
Reaction score
147
I created an ability called Shiv, the hero has a chance to launch a projectile on each attack and its MUI, here is the trigger, i will upload a map if needed.

Trigger:
  • Shiv
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Shiv for (Attacking unit)) Greater than 0
      • (Random integer number between 1 and 100) Less than or equal to 15
    • Actions
      • Unit - Order (Attacking unit) to Attack (Attacked unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MUI Less than or equal to 999
        • Then - Actions
          • Set MUI = (MUI + 1)
        • Else - Actions
          • Set MUI = 1
      • Set MUICaster[MUI] = (Attacking unit)
      • Set MUIPoint[MUI] = (Position of (Attacked unit))
      • Set TempPoint = (Position of MUICaster[MUI])
      • Unit - Create 1 ShivMissile for (Owner of MUICaster[MUI]) at TempPoint facing (Angle from (Position of (Attacking unit)) to (Position of (Attacked unit))) degrees
      • Custom script: call RemoveLocation (udg_TempPoint)
      • Unit Group - Add (Last created unit) to ShivDummyGroup
      • Unit - Set the custom value of (Last created unit) to MUI
Trigger:
  • ShivSlide
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
      • (ShivDummyGroup is empty) Equal to False
    • Actions
      • Unit Group - Pick every unit in ShivDummyGroup and do (Actions)
        • Loop - Actions
          • Set TempInteger = (Custom value of (Picked unit))
          • Set MUISlide[(Custom value of (Picked unit))] = (MUISlide[(Custom value of (Picked unit))] + 50.00)
          • Set TempPointArray[1] = (Position of MUICaster[TempInteger])
          • Set TempPoint = (TempPointArray[1] offset by MUISlide[(Custom value of (Picked unit))] towards (Angle from TempPointArray[1] to MUIPoint[(Custom value of (Picked unit))]) degrees)
          • Custom script: call RemoveLocation (udg_TempPointArray[1])
          • Set TempPointArray[1] = (Position of MUICaster[TempInteger])
          • Unit - Move (Picked unit) instantly to TempPoint, facing (Angle from TempPointArray[1] to MUIPoint[(Custom value of (Picked unit))]) degrees
          • Custom script: call RemoveLocation (udg_TempPointArray[1])
          • Custom script: call RemoveLocation (udg_TempPoint)
          • Set TempPoint = (Position of (Picked unit))
          • Unit - Move FrostfireFire[(Custom value of (Picked unit))] instantly to TempPoint
          • Custom script: call RemoveLocation (udg_TempPoint)
          • Set TempPoint = (Position of (Picked unit))
          • Custom script: call RemoveLocation (udg_TempPoint)
          • Set TempGroup = (Units within 90.00 of (Position of (Picked unit)))
          • Custom script: call RemoveLocation (udg_TempPoint)
          • Unit Group - Pick every unit in TempGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is in MUITargets[TempInteger]) Equal to False
                  • ((Picked unit) belongs to an enemy of (Owner of MUICaster[TempInteger])) Equal to True
                • Then - Actions
                  • Unit - Cause MUICaster[TempInteger] to damage (Picked unit), dealing (((Real((Strength of MUICaster[TempInteger] (Include bonuses)))) x 1.50) + ((Real((Level of Shiv for MUICaster[TempInteger]))) x 15.00)) damage of attack type Spells and damage type Normal
                  • Unit Group - Add (Picked unit) to MUITargets[TempInteger]
                • Else - Actions
          • Custom script: call DestroyGroup (udg_TempGroup)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MUISlide[(Custom value of (Picked unit))] Greater than or equal to 1000.00
            • Then - Actions
              • Unit Group - Remove all units from MUITargets[TempInteger]
              • Unit - Remove FrostfireFire[(Custom value of (Picked unit))] from the game
              • Unit - Remove (Picked unit) from the game
              • Set MUISlide[(Custom value of (Picked unit))] = 0.00
              • Custom script: call RemoveLocation (udg_MUIPoint[udg_TempInteger])
            • Else - Actions
 

HydraRancher

Truth begins in lies
Reaction score
197
my things quite different. the way it works is when you press A the unit will play attack animation, if their weapon actually colided with a unit, it gets hurt and displays the damage else it says miss
 

Dirac

22710180
Reaction score
147
Actually its very the same, just add the animation action, a floating text, change the event to A unit beings casting an ability and change the points from Attacked unit to Target point of ability being cast
 

HydraRancher

Truth begins in lies
Reaction score
197
I think I found a solution, when testing someones submission to someone elses problem I found they had triggers which indeed did this, I will answer again if it doesnt work.
 
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