Eclipse like spell

Omnizohar

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Can anyone tell me how to make an Eclipse spell like in dota? What Eclipse does is it summons a number of Lucent Beam (A nuking spell) on whoevers in the range of 450 AoE (This is for those who doesn't know what Eclipse from dota is). What I'm trying to do is replace those Lucent Beams with Frost Nova so then whoevers in X range will be blasted by X number of Frost Nova's. Will appreciate the help on making this spell. Thank you.
 

Azylaminaz

Vox Populi
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91
Something like...
Code:
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to [COLOR="red"]Ability[/COLOR]
    Actions
        Set tempPoint[0] = (Position of (Triggering unit))
        Set tempGroup[0] = (Units within 450.00 of tempPoint[0])
        For each (Integer A) from 1 to 10, do (Actions)
            Loop - Actions
                Unit - Create 1 [COLOR="Red"]Dummy Unit[/COLOR] for (Owner of (Triggering Unit)) at tempPoint[0] facing Default building facing degrees
                Unit - Order (Last created unit) to Undead Lich - Frost Nova (Random unit from tempGroup[0])
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        Custom script:   call RemoveLocation (udg_tempPoint[0])
        Custom script:   call DestroyGroup (udg_tempGroup[0])
??
 

darkRae

Ueki Fan (Ueki is watching you)
Reaction score
173
This is not MUI:

Code:
Events
    Unit Starts the effect of an ability
Conditions
    Ability == Eclipse
Actions
    Set UnitVar = Triggering Unit
    For Integer A = 1 to NumberOfLucentsVar do:
        Set UnitGroupVar = (Units in 450 AOE of UnitVar matching conditions bla-bla-bla)
        Set RandomVar = Random unit of UnitGroupVar
        Set PointVar = Position of RandomVar
        ---------
        Create a dummy unit at PointVar
        Give it the Lucent ability (and level it equal to the level of the caster)
        Order (Last Created Unit) to Lucent on RandomVar
        Give it expiration timer
        ---------
        call RemoveLocation( udg_PointVar )
        call DestroyGroup( udg_UnitGroupVar )
        Wait 0.30 seconds

Something like this...
Basically it loops with waits casting Lucent on a random nearby unit.
 

Omnizohar

New Member
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This is not MUI:

Code:
Events
    Unit Starts the effect of an ability
Conditions
    Ability == Eclipse
Actions
    Set UnitVar = Triggering Unit
    For Integer A = 1 to NumberOfLucentsVar do:
        Set UnitGroupVar = (Units in 450 AOE of UnitVar matching conditions bla-bla-bla)
        Set RandomVar = Random unit of UnitGroupVar
        Set PointVar = Position of RandomVar
        ---------
        Create a dummy unit at PointVar
        Give it the Lucent ability (and level it equal to the level of the caster)
        Order (Last Created Unit) to Lucent on RandomVar
        Give it expiration timer
        ---------
        call RemoveLocation( udg_PointVar )
        call DestroyGroup( udg_UnitGroupVar )
        Wait 0.30 seconds

Something like this...
Basically it loops with waits casting Lucent on a random nearby unit.

I've done everything you said but problem is what trigger do I use to make my Dummy Unit cast Frost Nova/Lucent in Action?
 

saw792

Is known to say things. That is all.
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280
I would use Azylaminaz's method if I were you. You order units to cast custom spells by ordering them to cast the spell that the custom ability was based on. In Azylaminaz's method he casts Frost Nova (the base ability) but what is actually cast will be any ability that you base on frost nova.
 

vypur85

Hibernate
Reaction score
803
Code:
Nova
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to YourAbility
    Actions
        For each (Integer Integer_Var) from 1 to 10, do (Actions)
            Loop - Actions
                Set Point_Var = (Position of (Triggering unit))
                Set UnitGroup_Var = (Units within 450.00 of Point_Var matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) is alive) Equal to True))))
                Set Unit_Var = (Random unit from UnitGroup_Var)
                Set Point_Var_2 = (Position of Unit_Var)
                Unit - Create 1 Footman for (Owner of (Triggering unit)) at Point_Var_2 facing Default building facing degrees
                Unit - Add Frost Nova to (Last created unit)
                [B]Unit - Order (Last created unit) to Undead Lich - Frost Nova Unit_Var[/B]
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                Unit - Hide (Last created unit)
                Wait 0.50 game-time seconds

Something like the above. Not MUI. (Can be possibly made MUI)
 

Omnizohar

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I tried using both Azylaminaz and darkRae's trigger and both gave me the same result. When my hero casts the spell, it shows him using his spell animation then after that, it acts like if nothing happened. And yes I've done exactly what the trigger has.

[Edit] Forgot to mention that I didn't use both trigger at once, just to let you's know.
 

darkRae

Ueki Fan (Ueki is watching you)
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173
Check if the Dummy unit could actually cast the spell.
 

saw792

Is known to say things. That is all.
Reaction score
280
You have to give the dummy the ability and level it, as darkRae and vypur have.
Code:
Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Ability
    Actions
        Set tempPoint[0] = (Position of (Triggering unit))
        Set tempGroup[0] = (Units within 450.00 of tempPoint[0])
        For each (Integer A) from 1 to 10, do (Actions)
            Loop - Actions
                Unit - Create 1 Dummy Unit for (Owner of (Triggering Unit)) at tempPoint[0] facing Default building facing degrees
                Unit - Add Frost Nova to (Last Created Unit)
                Unit - Set Level of Frost Nova to (Level of Frost Nova for(Triggering Unit))
                Unit - Order (Last created unit) to Undead Lich - Frost Nova (Random unit from tempGroup[0])
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        Custom script:   call RemoveLocation (udg_tempPoint[0])
        Custom script:   call DestroyGroup (udg_tempGroup[0])

Something like that.
 

Marsmallos

Member
Reaction score
17
Almost every time I panics over a dummy not casting his spell it is because I forgot to set mana cost to zero/give the correct spell to the dummy :banghead:/set the casting time to zero ;)
 

Omnizohar

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Check if the Dummy unit could actually cast the spell.

So how do I make it actually cast the spell? Do I add the ability to the dummy unit's abilities section threw Object Editor? Or do I make a trigger that adds the ability to the dummy and then it castes it? Cause thats what I did and still no result comes out. By the way, how do I set the casting time to 0?
 

saw792

Is known to say things. That is all.
Reaction score
280
You add the ability with the trigger, then cast it in the trigger.

You set the casting time of the dummy unit in the object editor. Make sure it has an empty model file, the Locust ability (only), cast backswing to zero, all other backswings to zero (may as well, no harm done), make sure it has mana (important!! give it lots of mana so it can cast as much as needed) and then it should be able to cast it properly.
 

Omnizohar

New Member
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0
Yes! It finally worked! Thank you guys so much! Thank you Thank you! Lol I'm over reacting abit cause I always wanted this kind of ability to work. Anyway I'll rep+ for those who helped out.
 
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