Force Staff.

Helica

New Member
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Hello could someone help me make a force staff style item? I just need to know how to make a unit move in that way. (I.E rushes forward) Ty :)
 

azareus

And you know it.
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63
What is "force staff"?
What does it do?
Don't think people will know what something is just because you do.
 

Nherwyziant

Be better than you were yesterday :D
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96
What is "force staff"?
What does it do?
Don't think people will know what something is just because you do.

Force Staff is a DOTA item.

When Force Staff is used on enemy or ally, the target will be pushed 500 range on it's facing angle.
 

Helica

New Member
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What is "force staff"?
What does it do?
Don't think people will know what something is just because you do.

Ah sorry force staff is a dota item. When used it rushes the taggeted unit forward about 300 units. Just wondering how to do that :S
 

Moridin

Snow Leopard
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144
It's probably triggered with a periodic slide (pausing the affected unit and forcibly moving it by triggers) along with the dust animation.
 

Helica

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Cool how on earth do I do that...And hello moridin again ^^ ty for your help last time :D
 

mr-death

Acolyte
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You might want to see some 'sliding abilities', you can have greater bash and some more on the Spells Section. Just search them.

But then DotA's force staff doesn't stop the moving unit from channeling, so it uses JASS scripts:
Trigger:
  • ...
    • Custom script: call SetUnitX(udg_Unit, GetLocationX(udg_Point))
    • Custom script: call SetUnitY(udg_Unit, GetLocationY(udg_Point))


This 'Unit' is the variable of the sliding unit.
This 'Point' is a variable, which is already set to the sliding points every amount of time.

I suggest you learn more about how to 'slide units' in the spells section, and use these custom scripts later on.
 

Helica

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You might want to see some 'sliding abilities', you can have greater bash and some more on the Spells Section. Just search them.

But then DotA's force staff doesn't stop the moving unit from channeling, so it uses JASS scripts:
Trigger:
  • ...
    • Custom script: call SetUnitX(udg_Unit, GetLocationX(udg_Point))
    • Custom script: call SetUnitY(udg_Unit, GetLocationY(udg_Point))


This 'Unit' is the variable of the sliding unit.
This 'Point' is a variable, which is already set to the sliding points every amount of time.

I suggest you learn more about how to 'slide units' in the spells section, and use these custom scripts later on.

Urr I don't know jass :s
 

NetherHawk

New Member
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26
just run a timer event.

event - start effect of ability
condition - ability = force staff
actions - start periodic timer t
set ux = spell target unit
set a = facing of ux
pause unit ux


event - timer t expires

actions -
if i < 31 then
polarprojection for Ux in Direction A
set i = i + 1
add special effect ( dust impale)
destroy last created special effect
else
PauseTimer
unpause unit ux

(i is an integer variable, t is a timer variable, a is a real variable and ux is a unit variable)
move unit by 10 for the polar projection. this timer will run 30 times and then finish hence moving 300 units. by modifying the max (i) can go to or the amount moved per projection, you can vary the slide distance.

this is very brief but it will be understandable if you know gui at least.
 
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