charge like skill

kaboo

New Member
Reaction score
45
Trigger:
  • charge 1
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to charge
    • Actions
      • Unit - Move (Casting unit) instantly to (Position of (Casting unit)), facing (Target point of ability being cast)
      • Unit - Pause (Casting unit)
      • Set charge_start = (Position of (Casting unit))
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Unit - Move (Casting unit) instantly to (charge_start offset by ((Real((Integer A))) x 20.00) towards (Facing of (Casting unit)) degrees)
          • Unit - Turn collision for (Casting unit) Off
          • Unit Group - Pick every unit in (Units within 200.00 of (Position of (Casting unit)) matching ((((Owner of (Matching unit)) is an ally of (Owner of (Casting unit))) Equal to False) and ((Casting unit) Not equal to (Matching unit)))) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is in charge_used_targets) Equal to False
                • Then - Actions
                  • Unit - Cause (Casting unit) to damage (Picked unit), dealing 300.00 damage of attack type Hero and damage type Normal
                  • Unit Group - Add (Picked unit) to charge_used_targets
                • Else - Actions
          • Wait 0.01 seconds
      • Unit - Unpause (Casting unit)
      • Unit Group - Remove all units from charge_used_targets


works almost perfectly, the only problem with it is that its moving too slowly so the move looks a bit strange. anyone knows how to increase the speed?
 

Moridin

Snow Leopard
Reaction score
144
Try altering the 1 to 30 of the integer A along with the "Real((Integer A))) * 20"

Maybe swap them? making it 1 to 20 and ......* 30
 

kaboo

New Member
Reaction score
45
- actualy, this will only make the hero to do bigger jumps not faster
- 1 to 30 means how many times he jumps and *20 is the distance he jumps.
- and i want to make the jumps faster not bigger :) . so it will look like the hero is really cahrging
 

Moridin

Snow Leopard
Reaction score
144
I know what they do :). I don't think you can make a wait smaller than 0.1 ...which is why I suggested making the jumps slightly larger to ensure that the ability finished faster.
 

Joccaren

You can change this now in User CP.
Reaction score
54
Also, create SFX to hide the fact that the jumps are slightly larger, it makes it look a bit less odd
 

kaboo

New Member
Reaction score
45
isnt it possible with some custom script to make the wait shorter than 0.01sec?
i think it must be coz this skill does exactly the same as morphlings wave form from dota - he moves towards the targeted point and deals damage to all nearby enemies - anyone knows how to do that?
 

kaboo

New Member
Reaction score
45
Also, create SFX to hide the fact that the jumps are slightly larger, it makes it look a bit less odd

yop i was thinking about that too, to make the jumps realy big and add there some effects to hide itt
 

Moridin

Snow Leopard
Reaction score
144
Don't double post...edit previous posts.

Morphling's waveform probably works in the same way....however, I know for sure there are are SFX to hide it's jumps....
 

Executor

I see you
Reaction score
57
NOT.

Waits cannot pause the trigger less then 300 miliseconds, even when you can enter smaller values it will only pause 0,3 seconds (I don't think the patch changed anything).

You have 2 possibilities:

1. Accept that the spell is to slow.

2. Use a periodic event or a timer.

When I use a periodic event or a timer how should the timer know which unit to move and how far it moved already?
- Good question, well thats the problem of attaching data to units or other objects. You have several possibilities:

-> Use Hashtable, save the required values under the unit id and add the unit to a charging_group which you can workout during the periodic event.
(Hashtable is slow.)

-> Use vJass structs and maybe only use ONE hashtable connection.
(Faster because of less values needed to read of the hashtable)

-> Use an indexing system which determines an specific integer for every unit you can use in arrays or sth.
 

kaboo

New Member
Reaction score
45
ok this one is perfect :)
Trigger:
  • charge 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to n
    • Actions
      • Unit - Move (Casting unit) instantly to (Position of (Casting unit)), facing (Target point of ability being cast)
      • Set charge_start = (Position of (Casting unit))
      • Unit - Turn collision for (Casting unit) Off
      • Unit - Hide (Casting unit)
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Unit - Move (Casting unit) instantly to (charge_start offset by ((Real((Integer A))) x 150.00) towards (Facing of (Casting unit)) degrees)
          • Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
          • Unit Group - Pick every unit in (Units within 170.00 of (Position of (Casting unit)) matching ((((Owner of (Matching unit)) is an ally of (Owner of (Casting unit))) Equal to False) and ((Casting unit) Not equal to (Matching unit)))) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is in charge_used_targets) Equal to False
                • Then - Actions
                  • Unit - Cause (Casting unit) to damage (Picked unit), dealing 300.00 damage of attack type Hero and damage type Normal
                  • Unit Group - Add (Picked unit) to charge_used_targets
                • Else - Actions
          • Wait 0.01 seconds
          • Special Effect - Destroy (Last created special effect)
      • Unit - Unhide (Casting unit)
      • Unit - Turn collision for (Casting unit) On
      • Unit Group - Remove all units from charge_used_targets
      • Selection - Select (Casting unit) for (Owner of (Casting unit))


ty for help guys
 
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