making a bloodseeker type ability

KickAssKenny

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ok so everyone probly knows the dota bloodseeker ability where he gains atk and movement speed when a dying unit is nearby. im tryin to make an ability similar to this where when a specific item is on the ground (entire map) that a unit gains vision of that item and has increased movement speed
im completely clueless on how to make this
all help is greatly appreciated :)
thanks everyone
 

WolfieeifloW

WEHZ Helper
Reaction score
372
I don't really know how to make this but a suggestion:
Not everyone does actually know what skill Bloodseeker has in DotA.
And he doesn't gain attack speed, just movement speed :p .

Good luck with this spell ;) !
 

KickAssKenny

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I don't really know how to make this but a suggestion:
Not everyone does actually know what skill Bloodseeker has in DotA.
And he doesn't gain attack speed, just movement speed :p .

Good luck with this spell ;) !

ok my bad lol... ill try and explain it better. the Bloodseeker in dota has a skill that when a unit with a certain % of health left is in certain range of him, he gains vision of that unit and alot of movement speed.
 

Holla.

New Member
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I dont think its possible without putting the item in first and putting a region in. Giving vision of an item is rlly hard.
Is your item preset?
 

KickAssKenny

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I dont think its possible without putting the item in first and putting a region in. Giving vision of an item is rlly hard.
Is your item preset?

my item starts on the ground yes... then at map initialization it is given to a hero and when the hero dies he drops the item.. so the could you somehow make a temp region where ever the item is dropped?
 

Holla.

New Member
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Ok i think i can help you now.
Ok have a trigger that goes something like this.

E: a unit dies
C: type of unit = to (your unit that dies)
A: move(seeker region) to (position of (Dying unit)
Then.. A: create a visibility modifier region emmiting visibility for player (owner of dying unit (emmiting visability over (seeker region)))

(you have to put a random region into the map, as big as you want the guys vision to be of the item)

somethin like that
 

KickAssKenny

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Ok i think i can help you now.
Ok have a trigger that goes something like this.

E: a unit dies
C: type of unit = to (your unit that dies)
A: move(seeker region) to (position of (Dying unit)
Then.. A: create a visibility modifier region emmiting visibility for player (owner of dying unit (emmiting visability over (seeker region)))

(you have to put a random region into the map, as big as you want the guys vision to be of the item)

somethin like that

i dont have a move region trigger :confused::(

Edit:NVM THAT im dumb lol
 

KickAssKenny

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ok im currently using a trigger like this

Events
Unit - A unit Loses an item
Conditions
(Item being manipulated) Equal to King's Holy Ring2 0101 <gen>
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Position of King's Holy Ring2 0101 <gen>) to a radius of 512.00



the problem is when the ring drops.... it shows visibility of the position i originally placed the ring on the map in editor (the ring is given to the king at map initialization)
 

Dirac

22710180
Reaction score
147
Events
Every 1.00 seconds
Conditions
None
Actions
Pick every unit within 2500 of your hero matching unit belongs to an enemy of unit and Percentage life of unit less than or equal to 40
Create 1 dummy next to picked unit
Add Faerie Fire to last created unit
order dummy to faerie fire picked unit
Create 1 dummy next to your hero
Add slow to last created unit
Order Unit to Slow your hero

NOTE: Faerie Fire has NO armor reduction and custom buff, Slow has a NEGATIVE slow bonus, check the targets allowed are friendly. Both durations are equal to 1
 

KickAssKenny

New Member
Reaction score
1
Events
Every 1.00 seconds
Conditions
None
Actions
Pick every unit within 2500 of your hero matching unit belongs to an enemy of unit and Percentage life of unit less than or equal to 40
Create 1 dummy next to picked unit
Add Faerie Fire to last created unit
order dummy to faerie fire picked unit
Create 1 dummy next to your hero
Add slow to last created unit
Order Unit to Slow your hero

NOTE: Faerie Fire has NO armor reduction and custom buff, Slow has a NEGATIVE slow bonus, check the targets allowed are friendly. Both durations are equal to 1

this helps alot... since its exactly how to do the bloodseeker ability... but what do i do to that trigger to do what i want (sorry im noob) i want it so that when a king drops his ring that another player with a certain unit type can gain vision of that ring and the certain unit has inscreased speed until the ring is picked up. the certain unit does not need to be in certain range of the ring when its on the ground... he can be anywhere on the map and get the vision and speed bonus
thanks for all the help so far guys :)
 

Dirac

22710180
Reaction score
147
Events
Every 1.00 seconds
Conditions
None
Actions
IF
Item Type of Picked Item equal to The Ring.
THEN
Pick every item within 2500 of your hero
Create 1 dummy next to picked unit
Add a 1 sec generic expiration timer to unit

order dummy to faerie fire picked unit
Create 1 dummy next to your hero
Add slow to last created unit
Order Unit to Slow your hero
ELSE


The dummy next to the item can actually see it. Just set its vision sight to a lesser amount.
 

FarAwaY

TH.net Regular
Reaction score
9
No, it shud only be for a certain unit type right? Well, I dont know if dirac's one works for you but if it doesnt you can try mine.
Assuming the unit type of units who can gain vision of that ring when the king drops it is Unit Type A,

Events - A Unit Drops an Item
Conditions - Item type of Last Dropped Item = Ring
Actions - If Unit Type of A is in Playable Map area, then do actions:
Pick all units matching Matching unit is of Unit Type A and do multiple actions:
-Set picked unit movement speed to 522
-Create an initially enabled visibility modifier for owner of picked unit emitting visibility from position of last dropped item to a radius of 300.
-Set VisibilityMod = Last created visibility modifier
Else
Do Nothing

Simple. Remember to set the movement speed back to its default movement speed after he picks the item back up and remove the visibility modifier!

If you dont know how, heres how u do it:
A Unit Acquires an Item
Item being manipulated equal to Ring
Set Triggering Unit's Movement speed to default movement speed
Destroy VisibilityMod

If you do all these it should work fine ! =) Btw when you emit visability DO NOT emit from the item by selecting the item itself!! You should always
"update" the location of the item by doing "last dropped item" or the variable itself (if u set it, of cuz).
 

KickAssKenny

New Member
Reaction score
1
ok i tried this trigger and nothing happened :(
please help lol

Ring Vision
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Picked item) Equal to King's Holy Ring2 0101 <gen>
Then - Actions
Item - Pick every item in (Playable map area) and do (Actions)
Loop - Actions
Unit - Create 1 Dummy for Player 1 (Red) at (Position of (Picked item)) facing (Position of (Picked item))
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Night Elf Druid Of The Talon - Faerie Fire (Picked unit)
Unit Group - Pick every unit in (Units of type Ring Horder) and do (Actions)
Loop - Actions
Unit - Create 1 Dummy for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Position of (Picked unit))
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
Else - Actions
 

Zedzy

ℑΣÐℑΨ
Reaction score
41
Have you tried what Faraway suggested?

And by the way, for the second trigger it should be for all of that unit-type, not just the unit that picked it up.
 

FarAwaY

TH.net Regular
Reaction score
9
Hmm...what you say is true. but I figure that the VisibilityMod is the same modifier for all players, which means that when it is destroyed, it is destroyed for all players as well...

In any case, try my trigger and see if it works first ?
 

KickAssKenny

New Member
Reaction score
1
Hmm...what you say is true. but I figure that the VisibilityMod is the same modifier for all players, which means that when it is destroyed, it is destroyed for all players as well...

In any case, try my trigger and see if it works first ?

aight im trying this but i cant set that condition
(unit of type ring horder **unit type A** is in playable map area)
what section is this under... god im so noob lmao
 

Dirac

22710180
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147
Unit - Order (Last created unit) to Night Elf Druid Of The Talon - Faerie Fire (Picked unit)

You cant faerie fire an item :confused:. wtf?

Unit - Create 1 Dummy for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Position of (Picked unit))
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
Else - Actions

I cant see the action where the unit gains the slow ability... of whatever, check the targets allowed are friendly, not enemies
 

Windwalk

New Member
Reaction score
8
ok i tried this trigger and nothing happened :(
please help lol

Ring Vision
Events
Time - Every 1.00 seconds of gscscscscame time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Picked item<--) Equal to King's Holy Ring2 0101 <gen>
Then - Actions
Item - Pick every item in (Playable map area) and do (Actions)
Loop - Actions
Unit - Create 1 Dummy for Player 1 (Red) at (Position of (Picked item)) facing (Position of (Picked item))
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Night Elf Druid Of The Talon - Faerie Fire (Picked unit)
Unit Group - Pick every unit in (Units of type Ring Horder) and do (Actions)
Loop - Actions
Unit - Create 1 Dummy for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Position of (Picked unit))
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
Else - Actions

put in your item =/
 

Dirac

22710180
Reaction score
147
ok i tried this trigger and nothing happened :(
please help lol

Ring Vision
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Picked item) Equal to King's Holy Ring2 0101 <gen>
Then - Actions
Item - Pick every item in (Playable map area) and do (Actions)
Loop - Actions
Unit - Create 1 Dummy for Player 1 (Red) at (Position of (Picked item)) facing (Position of (Picked item))
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Night Elf Druid Of The Talon - Faerie Fire (Picked unit)
Unit Group - Pick every unit in (Units of type Ring Horder) and do (Actions)
Loop - Actions
Unit - Create 1 Dummy for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Position of (Picked unit))
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
Else - Actions

Picked item does not exists (no item is picked anywhere before this condition is set). Boolean equal to false always. Delete the if/then/else function.
 

FarAwaY

TH.net Regular
Reaction score
9
Go Trigger editor.
Then click on New Actions then search for text
"ITEM"
and it shud display all actions relating to item.
Pick this
"Pick Every Item In region and Do Multiple Actions"

and you're done!
 
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