Charge Ability

pwnagenub2

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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
 

istar

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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
 

pwnagenub2

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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

I meant the caster gets pulled to the enemy, like a charge, not like pudge's hook.
 

pwnagenub2

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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.
 

Jolly chap*

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Use a normal trigger that has an event of a unit begins casting etc.

Then have another initially disabled trigger that moves Caster to a position with polar offset ... maybe you should look up "slide" triggers; the effect will be the same as you would want to achieve. There are plenty of triggers here in TH that has sliding triggers that you could use.
 

AdventCore

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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.

Ah yes I know what you mean. So it's more like Spirit Breaker's Charge of Darkness. Well close enough to it.
 

istar

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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
all you need to change is swap triggeringunit and targeted unit around for the charge ability, also, it seems more like dota spiritbreaker ultimate
set caster to move to region with polar offset for the intermediate positions
 

ZiggyMcjoney

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I copied this straight out of an old map of mine, hopefully there's nothing wrong with it.

Code:
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

Code:
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()])

Hope that helps.
 
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