Meathook from DotA!? :D

Discussion in 'Starcraft 2 (SC2) Editor Help' started by Broshir, Mar 5, 2011.

  1. Broshir

    Broshir New Member

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    Hey boys, first time i post in the sc2 section (wc3 veteran here).

    I had a question for ya'll;

    Has anybody made the Meathook from DotA (Pudge the Butcher) / Pudge Wars Hook, yet?

    Does anybody know how to make it? I've seen 1000000 mapcreators code their own version of the spell on wc3 but i have seen ZERO versions of it on starcraft 2...

    If someone could help me out that would be terrific!

    <3

    for those who dont know what pudge/meat hook is:

    You target the ground, and when you have cast the spell, u will shoot a hook towards that direction for a specified range, after max range it goes back to the hero and if the "top" of the hook hits a unit on its way the unit will be stuck on the hook and go back to the hero with the hook.

    http://www.youtube.com/watch?v=IK4klRqqrrI

    halp
     
  2. Monsterous

    Monsterous In the Shadows, Lurking.

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    My guess is that the trigger creates a unit that goes to the selected angle, and keeps going until it either A. Hits a unit B. Hits the terrain/environment or C. meets maximum range.

    In A. It would most likely repeatedly check for the range of any units within the hook.
    In B. Im not entirely sure - it might be the spell determines where the maximum point is by detecting the terrain ahead in a line for any doodads/environmental stuff.
    In C. It just moves to the max point and comes back.

    When it hits the unit, the unit would be frozen, and would be instantly moved to the location of the hook every X seconds, until the hook is within melee distance of the caster, where it disappears and the unit caught is unfrozen. Any effects such as damage or debuffs would take place here.

    Thats my guess on how it would be made. Seems fairly simple, except criteria B of what the hook might do.
     
  3. AgentPaper

    AgentPaper From the depths, I come.

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    You could probably do this completely with the data editor. Just make an ability that launches a missile to the targeted point, then sends another missile back to the caster. The returning missile would have a behavior that applied another behavior as a period effect to everything in whatever radius around it. That behavior would then have a periodic effect of stunning it and applying a force on the unit towards the returning missile.

    The main thing I'm not sure about is how to make it so that the ability targets some point X distance away in the specified direction, instead of simply going to the point you click, and also how to make the missile change on it's return path, or at least add a behavior to it.

    If nothing else, it would be easy to make a trigger that only controlled the movement of the missile, telling it where to go, adding the force behavior, then telling it to go back to where it came.
     
  4. ZeroPoints

    ZeroPoints New Member

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    mmm what agent says seems along right line, but ye i also wonder since whenever you hook in dota it send the hook to a max distance not to the location you click. i might try make a ability like that now i suppose. also it seems like its a beem because it keeps its animation behind it. but this might be because it keeps copy of actor of missile in previous position. hard to determine
     
  5. ZeroPoints

    ZeroPoints New Member

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    after trying and trying i think it might also be better in triggers.
    i've looked at beams(doubt it will work :p)
    i've tried missile with impact effect but that fails cos impact is where the spell is clicked so its dumb... was having little trouble with its effects anyway having a search that applied a set of(dmg and a persistant) and the persistant applied a force(but force wasnt working because i think it registered the missile as the casting unit for it to go to but yeee no solution from data editor.
    ill try triggers but someone else should also try ;P
     
  6. Arkless

    Arkless New Member

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    Getting a point in a specified distance and specified angle can be archieved by using a persistent.
    x/y Offset, x = cos(angle) * distance, y = sin(angle) * distance, (you have to calculate the values first and then fill the x, y field in the editor, you can't use a term)
    The direction can be defined by the angle between your source point and your target point (in the scenario you described).
    All effects activated by that persistent will have the new target point as their target point value.

    If you are still trying to create a Data Editor solution I could give you more hints if you specify your problems.
     
  7. ZeroPoints

    ZeroPoints New Member

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    anyone still working on this :p
    i have been trying hard.
    i was testing the offset thing in data editor so you could target anywhere within range of 10 and the missle would always go to the max possible range but i dont think you can do this through editor i even tried giving the missile target impact offset of -10 but that just ads 10units onto the distance that you are already targetting so i got no result through that.
    so now im trying some triggers so atm i can shoot a missile that will always go to 10units away even if you click at a range of 2.(but i had to use a unit not a projectile dunno why the projectile wasnt responding to order last created unit to move :( so i made a unit with the model of emp missile :p)
    now im working on the colliding of any unit !!! so if it hits a unit anywhere between the caster and the max distance i want it to stop the missile and come back...so thats where im up to atm.
    i havent started applying force or effects really but man is it annoying since i dont really know my way around the editor !!!!!
    there was a trigger action of some kind that said closest unit to point but it seemed to be using unit groups i will have to look into that to be able to grab the closest unit that is also within a range of 1/0.5 or some digit and use it.
     
  8. Arkless

    Arkless New Member

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    You have to set the position of the persistent to the source point.
     
  9. ZeroPoints

    ZeroPoints New Member

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    what do you mean persistant? are you talking about using data editor to offset the impact location?
     
  10. Arkless

    Arkless New Member

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    short answere? yes

    ...
    not only to add an offset but rather to get an offset from the source point towards the clicked direction
     
  11. ZeroPoints

    ZeroPoints New Member

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    well i set impact location to source point and it didnt work even with the -10 to the offset in Y. it seemed to just blow up in the spot. i tested source unit and it used an actualy x,y of the screen from the casting unit so the missile just went down :( maybe im looking at it the wrong way
     
  12. Arkless

    Arkless New Member

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    gimme a sec, gotta look up the names :D

    location start + location end define the direction
    location defines the source point (you add an offset to this position to define the new target)

    There are different ways to execute an effect in a persistent, make sure you use the right offset entry.
    I'm pretty sure it was just some fail on my side, but when I first used persistents I had some problem with the initial offset not being applied. But I'm 100% sure the periodic offset works (used it for a lot of abilities already).
     
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  13. ZeroPoints

    ZeroPoints New Member

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    ahhh finally understood what you are talking about location start and end but why am i using persistant.
    im kinda making a mock up of the hook using a weapon-emp unit type projectile.
    so its a ability effect-target and have its effect field as the missile(launch missile with the weapon unit) do you think im going about it the wrong way i kinda get persistant but i mostly use that for area searchs which is what i think your trying to get at as in the missile will have the persistant on it...unless u mean move the missile using persistant but i dont full understand that
     
  14. ZeroPoints

    ZeroPoints New Member

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    soo after looking into persistant i set the effect-initial as my launch missile effect.
    i left target-location+ as target point and location offset - end + as target point and location offset - start + source point...is this what you think it should look like...
    and the launch missile its impact location + is target point and its launch location is source unit...
    sooo now im contemplatin on which ones offset to play with..
    eg: offset - initial on the persistant or the periodic offset for the persistant or change the offset in the launch missile >.< i tried many combinations so far :(
    eg: seems to keep wanting to add the -10(y parimeter) to the targets ending point(as in the x,y values of screen not the other way which was that -y value would add to the location and keep going out which is what i was hopeing :(.. )
     
  15. ZeroPoints

    ZeroPoints New Member

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    OMG OMG OMG Blank out last post finally got the offset working!!! thank you arkless your stuff helps and to the api docs on sc2mapster <3
    ability of effect-target
    effect of type create persistant
    effect of type launch missile

    ability effect-targets effect field is the persistant and give it a range say 10.

    effect create persistant fields i had
    Target - Location + (None):Source Point
    Effect - Period Count 1
    Effect - Period Effects (test1missile) lol at my missiles name
    Effect - Periodic Offsets ((0,-10,0))

    effect launch missile fields i had
    Target - Impact Location + (None):Target Point
    Unit - Ammo Unit Weapon - EMP

    OMG looks so simple just looking at this omg >.<
     
  16. ZeroPoints

    ZeroPoints New Member

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    if anyone asks for the basic trigger i had created for sending the missile to the offsetted point (but i did have to create a new unit of type unit that used the model of the weapon-emp) some stupid reason about not being able to order projectiles(unit) to move to location :(
     

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