Spell Lightning Rush

I try and fix the problem for u...just gimme a sec...
I will edit this post
Edit:
Yeah i got ur problem solve...but i duno if u want this type of solving method....It is hard to fix this bcoz u are using walk and not slide trigger :p
Code:
Lightning Rush
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Lightning Rush 
    Actions
        Set LR_Caster = (Casting unit)
        Set LR_Target_Point = (Target point of ability being cast)
        [b]If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Terrain pathing at LR_Target_Point of type Walkability is off) Equal to True
            Then - Actions
                Game - Display to (All players) the text: No sliding to unwal...
                Custom script:   call RemoveLocation(udg_LR_Target_Point)
                Custom script:   call RemoveLocation(udg_LR_Caster_Position)
                Skip remaining actions
            Else - Actions[/b]
        Set LR_Caster_Position = (Position of LR_Caster)
        Selection - Remove (Casting unit) from selection for (Owner of (Casting unit))
        Unit - Hide (Casting unit)
        Unit - Create 1 Lightnng Rush dummy for (Owner of (Casting unit)) at LR_Caster_Position facing LR_Caster_Position
        Set LR_dummy = (Last created unit)
        Unit - Order LR_dummy to Move To LR_Target_Point
        Trigger - Turn on Lightning Rush Effects <gen>
        Wait ((Distance between LR_Target_Point and LR_Caster_Position) / (Current movement speed of LR_dummy)) seconds
        Custom script:   call RemoveLocation(udg_LR_Caster_Position)
        Trigger - Turn off Lightning Rush Effects <gen>
        Unit - Remove LR_dummy from the game
        Unit - Move LR_Caster instantly to LR_Target_Point
        Unit - Unhide LR_Caster
        Custom script:   call RemoveLocation(udg_LR_Target_Point)
        Animation - Play LR_Caster's stand ready animation
        Selection - Add LR_Caster to selection for (Owner of LR_Caster)
        Selection - Select LR_Caster for (Owner of LR_Caster)
 
Add the condition in your "Lightning Rush Effects" trigger instead. The one with the low periodic event, which moves your caster.

EDIT: Oh wait you order it to move. Let me investigate :p

---------

Alright, what I suggest is that you don't use a dummy runner. Pause the caster, make it "run", and order him to move. If he cannot reach the point, he simply won't :)
 
Problem in that: If they try rushing up to another height and the ramp is somewhere else, they will try to go to the ramp, totally making the spell awkward and making the target point useless.
 
Great spell, but what you should really do is make the dummy run a LOT faster because inside lightning supposed to speed things up? It's kinda contradictory because your spell is "Lightning Rush" and it's running kinda slow.

Just my 2 cents. Great spell nonetheless.

+Rep

~WarLuvr
 
Why not use slide instead ?

Great spell, but what you should really do is make the dummy run a LOT faster because inside lightning supposed to speed things up? It's kinda contradictory because your spell is "Lightning Rush" and it's running kinda slow.

As those 2 suggested, try sliding the caster instead. With a low periodic event, move the caster a short distance, with a "Run" animation.

Don't forget to check if the point is pathable!

Here's an example of sliding: http://www.thehelper.net/forums/showthread.php?t=22135
 
Then that will make the spell exacly like chill flash....

Ok, ill try making the slide....
 
I try and fix the problem for u...just gimme a sec...
I will edit this post
Edit:
Yeah i got ur problem solve...but i duno if u want this type of solving method....It is hard to fix this bcoz u are using walk and not slide trigger :p
Code:
Lightning Rush
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Lightning Rush 
    Actions
        Set LR_Caster = (Casting unit)
        Set LR_Target_Point = (Target point of ability being cast)
        [b]If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Terrain pathing at LR_Target_Point of type Walkability is off) Equal to True
            Then - Actions
                Game - Display to (All players) the text: No sliding to unwal...
                Custom script:   call RemoveLocation(udg_LR_Target_Point)
                Custom script:   call RemoveLocation(udg_LR_Caster_Position)
                Skip remaining actions
            Else - Actions[/b]
        Set LR_Caster_Position = (Position of LR_Caster)
        Selection - Remove (Casting unit) from selection for (Owner of (Casting unit))
        Unit - Hide (Casting unit)
        Unit - Create 1 Lightnng Rush dummy for (Owner of (Casting unit)) at LR_Caster_Position facing LR_Caster_Position
        Set LR_dummy = (Last created unit)
        Unit - Order LR_dummy to Move To LR_Target_Point
        Trigger - Turn on Lightning Rush Effects <gen>
        Wait ((Distance between LR_Target_Point and LR_Caster_Position) / (Current movement speed of LR_dummy)) seconds
        Custom script:   call RemoveLocation(udg_LR_Caster_Position)
        Trigger - Turn off Lightning Rush Effects <gen>
        Unit - Remove LR_dummy from the game
        Unit - Move LR_Caster instantly to LR_Target_Point
        Unit - Unhide LR_Caster
        Custom script:   call RemoveLocation(udg_LR_Target_Point)
        Animation - Play LR_Caster's stand ready animation
        Selection - Add LR_Caster to selection for (Owner of LR_Caster)
        Selection - Select LR_Caster for (Owner of LR_Caster)


Nice Try, but then ill still lose mana (easily fixable) and the ability cooldown also (Can't Fix :( )

Anyway, im uploading new version but it still can get stuck on the cliff :banghead: .
 
for fixing leaks you should use leak checker ;)

Pretty sure I and anyone else that has learned about leaks could find and fix leaks better than a leak checker

Anyways I'll look more into this after vacation
 
Nice Try, but then ill still lose mana (easily fixable) and the ability cooldown also (Can't Fix :( )

Anyway, im uploading new version but it still can get stuck on the cliff :banghead: .

Well if you really want your spell to be a move order, as it is right now, simply check if the (Target point) is pathable and if not cancel the spell...

Or, you could check every x seconds if in front of the caster the terrain is pathable.

Example (CasterPos being the position of your caster, and Caster being the very caster :)):

Code:
Pathability
    Events
        Time - Every 0.04 seconds of game-time
    Conditions
    Actions    
        Set point = (CasterPos offset by 60.00 towards (Facing of Caster) degrees)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Terrain pathing at point of type Walkability is off) Equal to True
                Then - Actions
                    Custom script:   call RemoveLocation(udg_CasterPos)
                    Trigger - Turn off (This trigger)
                    Unit - Order Caster to Stop
                    -------- Add any other actions here to make sure the spell won't continue and every leak is cleaned ---------
                Else - Actions
            Custom script:   call RemoveLocation(udg_point)

Should look like this.
 
Well if you really want your spell to be a move order, as it is right now, simply check if the (Target point) is pathable and if not cancel the spell...

Or, you could check every x seconds if in front of the caster the terrain is pathable.

Example (CasterPos being the position of your caster, and Caster being the very caster :)):

Code:
Pathability
    Events
        Time - Every 0.04 seconds of game-time
    Conditions
    Actions    
        Set point = (CasterPos offset by 60.00 towards (Facing of Caster) degrees)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Terrain pathing at point of type Walkability is off) Equal to True
                Then - Actions
                    Custom script:   call RemoveLocation(udg_CasterPos)
                    Trigger - Turn off (This trigger)
                    Unit - Order Caster to Stop
                    -------- Add any other actions here to make sure the spell won't continue and every leak is cleaned ---------
                Else - Actions
            Custom script:   call RemoveLocation(udg_point)

Should look like this.

I just made the sliding version and already uploaded

Still is copying Chill Flash, is EXACLY like it now :eek: :nuts: :(
 
>>Still is copying Chill Flash, is EXACLY like it now
i dont think so...i like ur spell bcoz of the effects...
Chill Flash dont hav the lightning and thunderclap effect which greatly enchance the spell...(eye candy)
 
>>Still is copying Chill Flash, is EXACLY like it now
i dont think so...i like ur spell bcoz of the effects...
Chill Flash dont hav the lightning and thunderclap effect which greatly enchance the spell...(eye candy)

well, it still does have the sliding part which is the same as the one chill flash used.
 
I dunno, it's still not fast enough for me. Please try to make it go a bit faster to give it the "jolt" effect.
 
Sorry for the delay, i was playing games a lot :rolleyes:

Made the slide faster, a little more faster then that will make it lag like crazy.
 
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