C-C-C-C-Combooooo

emjlr3

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alright so I've got this idea for my AOS, don't know if it has been done before, but basicaly it is this

if 2 allied heroes both do their ultis within a certain range of each other within like 1 second of each other, it will do a COMBO, sorta like combing their ulits into 1 super ulti, each units is still cast, but there will also be extra effects and damage done for the Combo, along with, which I will try to get, the C-C-C-C-Combo sound from Killer Instinct

I also want to maybe like add either a cooldown to the whole thing, so one can only be done every so often, letting the players know of this, or so that the people who do it cant participate in another for a set time period or something like that, letting them know about this

I think it sounds pretty interesting, and will add something I have never seen before into the game, only prob is how exactly to make it happen

I have not really sat down for an extended time and tried to figure it out yet, but I figured I would ask it on here and see if any one had any ideas of how to do it, or anything just pertaining to it in the form of ideas, critiques or what have you

ty for the help!
 
The #1 hated thing about Dota has to be its sound effects. Please kind sir, something more kind to the ears when you pull off your cool combo.

In reference to your question, there are ways of doing pretty much everything. Map out where you've gotten thus far and we'll see if we can take it further.
 
Sud said:
The #1 hated thing about Dota has to be its sound effects. Please kind sir, something more kind to the ears when you pull off your cool combo.

In reference to your question, there are ways of doing pretty much everything. Map out where you've gotten thus far and we'll see if we can take it further.


I love the Combo effects from Killer Instinct, I personally thought it would be really fun, but thats just me, gimme a ferw minutes to see what I got then I can post


Code:
CCCCComboooo
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Apocalypse 
    Actions
        Set Combo[1] = (Casting unit)
        Set Combo_person[1] = (Owner of (Casting unit))
        Trigger - Turn on CCCCComboooo2 <gen>
        Wait 2.00 game-time seconds
        Trigger - Turn off CCCCComboooo2 <gen>
        -------- This may be able to be done in one trigger, make a condition where either apoc or bomb is cast, then action where if bomb or apoc is then cast then do other stuff --------


Code:
CCCCComboooo2
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Bomb Strike 
    Actions
        Game - Display to (All players) the text: ((Name of Combo_person[1]) + ((Name of (Owner of (Casting unit))) + have combined Ultimates for a |cffff8000CCCCombooo|r))
        -------- Add in all the special damage and effects after here, but I also need a condition where like the casting unit is within such and such a range as the other casting unit --------
 
Ok, so what you'll need to do this:

A timer trigger (something that runs every so often, 0.25 seconds for example)

An array of integers in a size big enough to accomodate all compatible skills. Let each index in the array reference a particular ultimate (for example, Array[1] will be megasuperslam Array[2] will be superthundernuke etc..)

Create a trigger to catch "when unit starts the effect of an ability". Check if ability being cast is one of the ultimates. If it is, set the INTEGER value of the array for the appropriate skill. For example, I cast superthundernuke. I now want a 1 second time in which to combo. I give Array[1] a value of 4 (since it runs every .25 seconds)

Every 0.25 seconds in the timer trigger, it should decrement any >0 values by 1 (one second being a value of 4), but before doing that, it should check if any two of the array indexes have a value of >0

For example, someone cast megasuperslam and I cast superthundernuke. Array[1] = 3 and Array[2] = 1 - P-p-p-powerbook, I mean, Cccccombo. Activate whatever code you want for your combo spells and set the two comboed array elements to value 0 (so they can't combo again with someone else's ultimate, unless you want it to be so).
 
yup im lost

alright get what your sayding sat each ability I want to combo to a diff array, and then a trigger about catching when a unit starts the effect of an ability, and then there is a trigger that runs every .25, and after that im lost, sounds good though, if i only knew exactly what u were talking about
 
To water it down:

The array is just integers that hold timer values for how long ago you cast an ultimate. 1 = .25 of a second. 4 = 1 second. 0 = hasn't been cast recently. In the SINGLE array:
Pretend array[1] is for one ultimate ability
Pretend array[2] is for another ultimate ability
Pretend array[3] is for yet another ultimate
... and so forth
the VALUES of the array (like array[1] = 4) signify how long ago you cast that particular ultimate.

The main timer trigger runs every .25 seconds and decrements the array values that are more than 0. It also checks for the combos.

The other trigger checks to see if an ultimate has been cast and if so increments its value in the array.

If arrays and triggers are confusing you, you may want to read some of the tutorials on the site.
 
Sud said:
The #1 hated thing about Dota has to be its sound effects. Please kind sir, something more kind to the ears when you pull off your cool combo.

In reference to your question, there are ways of doing pretty much everything. Map out where you've gotten thus far and we'll see if we can take it further.

You kind sir are wrong. The sound effects are the best thing about dota.
 
Ever had someone get

"Pwned so and so"
"Douable Kill"
"Triple Kill"
"Godlike"
"Holy Shit!"

at once? Yeah you try listining to that every time your team respawns...
 
heh i like the sounds, GOD Like just soudn so damn cool, as does HOly Shit

and Sud, yea I understand how triggers and arrays and all work, I have made a complete AOS with prolly over 250 triggers by now

I just dont really understand exactly what you are saying, maybe if you could write the 2 or 3 sample triggers your talking about with like 2 or 3 abilites jsut so I can see, im one of those, what do you call its that needs to be shown to learn, I cant jsut read stuff and get it

visual learner, thats it heh

ty for the help
 
Off-Topic: DotA has sound effects?

Hmm... one more reason never to play it.
 
I'll try and get you something tonight, just heading off to work
 
Sud said:
I'll try and get you something tonight, just heading off to work


kk ill be waiting

and what is the deal with everyone and sound effects, i personally love em, that anoucers voice is so bad ass I feel, and I did manage to get teh CCCCComboooo sound, yea me
 
I've never really liked that particular announcer. He is a-a-a-a-nnoying like Max Head-d-d-droom

It was cool maybe the first time you heard it in Quake3/Unreal Tournament/Killer Instinct but so many games and stuff are using the "OMG MILLION ZILLION HIT COMBO" announcer thing it's wearing thin.

The only announcer I still like is the Mortal Kombat one, and that's mainly because that guy gets his message across without raving like a lunatic.
 
I had just added sort of a combo attack to my map the other day.

Its an item that when used waits 10 seconds and then deal damage to enemy heroes.

The more heroes that use it in the 10 second wait, the greater the damage dealt.

ThySpektre
 
Here is an example map made for a combo system. All the variables you need to control it for whatever purpose are in the initialization section.

Get breath of fire on the panda, feral spirit on the farseer, and serpent ward on the shadow hunter and you have 2 seconds to combo any of them.
 

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