Shockwave Issues

Drakeslayr

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Okay I have a shockwave type ability that shoots an arrow in place of the shockwave. But I have three issues with it that wreck the spell. This has been driving me crazy for months, and any answers will be rewarded with +rep (especially the 3rd question). Questions are from least to most important.

1) Is there anyway to make the arrow/projectile that the shockwave shoots bigger/smaller? I want it to stand out more and be a bit bigger and I'm not sure how.

2) Can you remove that annoying ground ripple that follows the arrow wherever it goes? I didnt see any data fields with that special animation set in them.

3) I need to make it so that the ability will only hit one target for a burst amount of damage, say 1000, and not split it between 5 targets for 200 each. I thought of using a buff that would inflict the damage instead of the actual spell, but whenever the spell hit them the buff would not apply, although it was in the Stats - Buffs field.
 

Slapshot136

Divide et impera
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471
i dont think you can change those and keep it a shockwave, i think moving a dummy via a trigger would be a better solution to your problem
 

Legacyspy

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1) Is there anyway to make the arrow/projectile that the shockwave shoots bigger/smaller? I want it to stand out more and be a bit bigger and I'm not sure how.

2) Can you remove that annoying ground ripple that follows the arrow wherever it goes? I didnt see any data fields with that special animation set in them.

3) I need to make it so that the ability will only hit one target for a burst amount of damage, say 1000, and not split it between 5 targets for 200 each. I thought of using a buff that would inflict the damage instead of the actual spell, but whenever the spell hit them the buff would not apply, although it was in the Stats - Buffs field.

Base the spell of channel and move a dummy unit. Periodically check the area around the dummy unit and deal damage through triggers.
 

Drakeslayr

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Sorry it took me so long to reply. I'm following your advice and just making a dummy, but I can't find out how to order the unit to cast that spell. For example, I based my dummy off of Tranquility, and when I'm using a trigger to periodically make the unit cast the dummy so it stops and channels. I can't seem to issue the unit an order involving any custom spells, it is only Orc-Shockwave or Orc-Bloodlust, nothing I created. Any help? :confused:
 

garion992

TH.net Regular
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17
2) empty field 1 : Art - Animation Names attack,slam > the slam deals the earthquake

3) - you could try to set Stats -Area of Effect to 0
- you could base the spell on storm bolt, replacing the missile Bolt, with Shockwave (or another spell :p)
 

Drakeslayr

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Unfortunately removing the slam animation removes the lines on the ground around the caster, but it does not remove the ripple affect that follows the projectile.
 

Legacyspy

New Member
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19
Sorry it took me so long to reply. I'm following your advice and just making a dummy, but I can't find out how to order the unit to cast that spell. For example, I based my dummy off of Tranquility, and when I'm using a trigger to periodically make the unit cast the dummy so it stops and channels. I can't seem to issue the unit an order involving any custom spells, it is only Orc-Shockwave or Orc-Bloodlust, nothing I created. Any help? :confused:


Oh sorry, your misunderstanding it.

Give your hero a spell based of channel called "my shockwave" set the data fields so its a point target and visible, then change the rest (range w/e) to what ever you want.

Then make a new unit, give it locust and invulnerability, change its art to be a picture of the shock wave missile. We will call this shockwave unit

For the triggers do something like this:

Unit casts ability
ability being cast = my shockwave

set startpoint = unit posisiton of casting unit
create 1 shockwave unit at start point facing casting unit facing angle
add unit to missile group
call remove start point

new trigger

every point .25 seconds
pick every unit in missile group and (
set unit point = pos of unit
set next point = pos of unit offset by 25 towards facing angle of unit
set missile = picked unit
set colgroup = units within of 150 of missilegroup matching owner of matching unit is an enemy of owner of missile
if # of units in colgroup >
pick ever unit in colgroup and (
deal 1000 damage to picked unit
remove missile
run remove triggger
skip remaining actions)
unit move missile to next point
animation set size of unit to 100+10*custom value of picked unit
set custom value of picked unit to custom value of picked unit + 1
if custom value of unit > 28 then remove missile
call remove col group
call remove unit point
call remove next point)

remove trigger
call remove col group
call remove unit point
call remove next point

This will make a shockwave whose's grows in size and deals 1000 damage to the first unit it hits like you specifiy in 1 and 3.


for memory leaks see here: http://www.thehelper.net/forums//showthread.php?t=27242&page=1
 

GooS

Azrael
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154
1. No, either scale it to caster or no scale at all.

2. Don't think so, not based on Shockwave.

3. Make max damage amount the same as damage, should only damage first impact unit then, although I haven't tested it out.

//==GooS
 
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