Slow (Veror)

Smygarn777

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Say, can anyone of you help me figure out how to create a slow like this?

When striking a target unit or building, the attacking unit slows the movement speed of its victim by 10%, while at the same time increasing his own by 10% (stacks). Lasts for 4 seconds, before each effect wears off.
 

Komaqtion

You can change this now in User CP.
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469
Is it supposed to stack :S ?

Sorry, didn't read the whole post XD
 

Smygarn777

Member
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yeah, its supposed to be stacking, which would mean;

100%: Attacker
100%: Victim

Attacker hits Victim one time:

110%: Attacker
90%: Victim

Attacker hits victim twice:

120%: Attacker
80%: Victim
 

Admit

New Member
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25
No idea if this works but you could try. Edit* I have tested it, it works.
Trigger:
  • Movment changer
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Slow Poison for (Attacking unit)) Greater than 0
    • Actions
      • Set Temp_Point = (Position of (Attacking unit))
      • Unit - Create 1 Dummy (Attack) for (Owner of (Attacking unit)) at Temp_Point facing Default building facing degrees
      • Unit - Add Fast Poison to (Last created unit)
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Order (Last created unit) to Attack (Attacking unit)
      • Custom script: call RemoveLocation (udg_Temp_Point)


Remember to remove leaks. (i was to lazy to do that) *Edit I have done that now ^^

Fast poison is based of "slow poison" edit it and change stacking type = Movement (to both slow and Fast poison)

Also remember to allow fast poison to affekt friendly units.
 

hasslarn

New Member
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20
im not to sharp bout triggering, so i dunno where this dummy unit is used or how to make one. =/

Make a new unit , base off pesant

Remove attacks to None enabled
Remove model file to none.mdl
and change name ot dummy.

That is how u make a dummy unit ;D
 

Admit

New Member
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Ah, also add -0.10 to movment speed to fast poison so it will give more speed instead of reduce it.

Edit* Also this time we aren't going to remove the dummys attack, let him have 0 (by seting his damage (the dummy) to -1) damage and 3 seconds attack speed. Also set attack range as long as posible.

Edit2* I have now tested the trigger, it works.
 
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