pwnagenub2
New Member
- Reaction score
- 3
I'm trying to make it so when a unit casts this spell on an enemy unit, it basically pulls them into that unit, and stuns them for 2 sec.
Thanks
Thanks
it sounds more like a pull ability than charge...-.-
event- ability casted
action-move targeted unit to triggering unit position (this work instantly though, if you want the pull over time, just move target to intermediate positions)
use storm bolt as base ability for the stun
So something like Storm Spirit's new ability in DotA?
Something like that. I just made a somewhat charge ability, but it moves instantly, and I'm trying to make him move over time.
What I mean by 'charge' is when I cast it, the unit who casted the spell goes torward the enemy he clicked on, and stuns him for x seconds.
If you've played WoW, I'm basically trying to make the warrior ability off the same name.
Charge
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Victory Rush
Actions
Custom script: set bj_wantDestroyGroup = false
Set VR_Caster[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
Set VR_CasterPos[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
Set VR_Target[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
Set VR_TargetPoint[(Player number of (Owner of (Triggering unit)))] = (Position of (Target unit of ability being cast))
Set VR_Angle[(Player number of (Owner of (Triggering unit)))] = (Angle from VR_CasterPos[(Player number of (Owner of (Triggering unit)))] to VR_TargetPoint[(Player number of (Owner of (Triggering unit)))])
Unit - Pause VR_Caster[(Player number of (Owner of (Triggering unit)))]
Animation - Play VR_Caster[(Player number of (Owner of (Triggering unit)))]'s walk animation
Unit - Turn collision for VR_Caster[(Player number of (Owner of (Triggering unit)))] Off
Charge 2
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Animation - Play VR_Caster[(Player number of (Owner of (Triggering unit)))]'s walk animation
Set VR_TargetPoint[(Integer A)] = (Position of VR_Target[(Integer A)])
Set VR_CasterPos[(Integer A)] = (Position of VR_Caster[(Integer A)])
Set VR_Angle[(Integer A)] = (Angle from VR_CasterPos[(Integer A)] to VR_TargetPoint[(Integer A)])
Set VR_MoveToPoint[(Integer A)] = (VR_CasterPos[(Integer A)] offset by 20.00 towards VR_Angle[(Integer A)] degrees)
Unit - Move VR_Caster[(Integer A)] instantly to VR_MoveToPoint[(Integer A)]
Custom script: call RemoveLocation (udg_VR_MoveToPoint[GetForLoopIndexA()])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between VR_CasterPos[(Integer A)] and VR_TargetPoint[(Integer A)]) Less than or equal to 150.00
Then - Actions
Special Effect - Create a special effect at VR_TargetPoint[(Integer A)] using Abilities\Spells\Items\AIem\AIemTarget.mdl
Unit - Cause VR_Caster[(Integer A)] to damage VR_Target[(Integer A)], dealing ((Real((Strength of VR_Caster[(Integer A)] (Include bonuses)))) x ((Real((Level of Victory Rush for VR_Caster[(Integer A)]))) + 0.00)) damage of attack type Spells and damage type Normal
Unit - Create 1 Dummy Unit (General) for (Player((Integer A))) at VR_TargetPoint[(Integer A)] facing Default building facing degrees
Unit - Add 1 sec stun to (Last created unit)
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt VR_Target[(Integer A)]
Unit - Unpause VR_Caster[(Integer A)]
Unit - Turn collision for VR_Caster[(Integer A)] On
Animation - Reset VR_Caster[(Integer A)]'s animation
Unit - Order VR_Caster[(Integer A)] to Attack VR_Target[(Integer A)]
Set VR_Caster[(Integer A)] = No unit
Set VR_Target[(Integer A)] = No unit
Special Effect - Destroy (Last created special effect)
Else - Actions
Custom script: call RemoveLocation (udg_VR_CasterPos[GetForLoopIndexA()])
Custom script: call RemoveLocation (udg_VR_MoveToPoint[GetForLoopIndexA()])
Custom script: call RemoveLocation (udg_VR_TargetPoint[GetForLoopIndexA()])