Special effect AoE?

kasilopana

New Member
Reaction score
1
Hey guys..

Creating a minigame where players have to run around, evading some fire. But the problem is, I dont know how to make to the special effect (fire) does AoE damage in a certain radius. Any way to do that?

Like if a player gets in a certain range of the special effect or something?

Trigger:
  • Random spawn
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Special Effect - Create a special effect at (Random point in MG2 overview <gen>) using Abilities\Spells\Undead\VampiricAura\VampiricAura.mdl
      • Wait 1.00 seconds
      • Special Effect - Destroy (Last created special effect)


Want the special effect to damage an area.
 

DrEvil

FCRI Associate!
Reaction score
111
something like:

Trigger:
  • pick in aoe
    • Events
    • Conditions
    • Actions
      • Set point = (Point(500.00, 200.00))
      • Special Effect - Create a special effect at point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Set units = (Units within 250.00 of point)
      • Unit Group - Pick every unit in units and do (Actions)
        • Loop - Actions
          • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 50.00)


?
If not further explain and I will try to help :)
 

kasilopana

New Member
Reaction score
1
something like:

Trigger:
  • pick in aoe
    • Events
    • Conditions
    • Actions
      • Set point = (Point(500.00, 200.00))
      • Special Effect - Create a special effect at point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Set units = (Units within 250.00 of point)
      • Unit Group - Pick every unit in units and do (Actions)
        • Loop - Actions
          • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 50.00)


?
If not further explain and I will try to help :)

Dont get it xD

I want to damage the same point where the random special effect accured.
 

brun123

New Member
Reaction score
0
Setting a unit life down is way different from damaging it.
When the unit dies by removing life (-50) the game won't recognize who is the killing unit.

To kasilopana:

Your trigger would flood your map with special effects, when you set every 0,5 seconds to create the special effect, and WAIT 1 second to destroy the last one created, the world will create 2 special effects every second, and destroy only one of those.

If you want to make a spell like old rylai's ultimate (dota), you can ask me to make it for you.

A way to make your trigger:
Trigger:
  • Random Spawn
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Set [YourPoint] = (Random point in MG2 overview <gen>)
      • Special Effect - Create a special effect at [YourPoint] using Abilities\Spells\Undead\VampiricAura\VampiricAura.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Cause (Your unit) to damage circular area after (0.00) seconds of radius (220.00) at [YourPoint], dealing (100.00) damage of attack type (Spells) and damage type (Normal)


See that texts between parentheses are values that can be changed in the world editor, you can set delay time, damage and spell type, damage, area etc.
Texts that are between [] are variables, that you can change in the variable editor (ctrl + B) in the trigger editor.
 

Kling[o]

New Member
Reaction score
7
Setting a unit life down is way different from damaging it.
When the unit dies by removing life (-50) the game won't recognize who is the killing unit.

To kasilopana:

Your trigger would flood your map with special effects, when you set every 0,5 seconds to create the special effect, and WAIT 1 second to destroy the last one created, the world will create 2 special effects every second, and destroy only one of those.

If you want to make a spell like old rylai's ultimate (dota), you can ask me to make it for you.

A way to make your trigger:
Trigger:
  • Random Spawn
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Set [YourPoint] = (Random point in MG2 overview <gen>)
      • Special Effect - Create a special effect at [YourPoint] using Abilities\Spells\Undead\VampiricAura\VampiricAura.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Cause (Your unit) to damage circular area after (0.00) seconds of radius (220.00) at [YourPoint], dealing (100.00) damage of attack type (Spells) and damage type (Normal)


See that texts between parentheses are values that can be changed in the world editor, you can set delay time, damage and spell type, damage, area etc.
Texts that are between [] are variables, that you can change in the variable editor (ctrl + B) in the trigger editor.


your way to do it is bad, it will damage all unit even allies. you need to create a group that will pick every unit in a certain area owned by enemies then you deal damage to picked unit .
 

the_ideal

user title
Reaction score
61
Instead of using special effects you could use units with their models set to the special effects you want, and give the units permanent immolation and locust. (The locust ability makes them unselectable, invulnerable and other things)
 

Tyman2007

Ya Rly >.
Reaction score
74
your way to do it is bad, it will damage all unit even allies.

If you light someone on fire or throw someone in a volcano that's your ally, realistically they will be damaged.

Just because one can harness the power of fire does not make him immune to his own ability :p
 

sentrywiz

New Member
Reaction score
25
Hey guys..

Creating a minigame where players have to run around, evading some fire. But the problem is, I dont know how to make to the special effect (fire) does AoE damage in a certain radius. Any way to do that?

Like if a player gets in a certain range of the special effect or something?

Trigger:
  • Random spawn
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Special Effect - Create a special effect at (Random point in MG2 overview <gen>) using Abilities\Spells\Undead\VampiricAura\VampiricAura.mdl
      • Wait 1.00 seconds
      • Special Effect - Destroy (Last created special effect)


Want the special effect to damage an area.

Here:


Trigger:
  • Standard Fire
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Set FireLoop_Pt2 = (Center of Region 000 <gen>)
      • Special Effect - Create a special effect at FireLoop_Pt2 using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Cause Sea Giant Behemoth 0002 <gen> to damage circular area after 0.25 seconds of radius 250.00 at FireLoop_Pt2, dealing 25.00 damage of attack type Spells and damage type Fire
      • Custom script: call RemoveLocation (udg_FireLoop_Pt2)


You will need:

-A region where you want this to take place
-Some enemy unit (it can be a dummy and hidden somewhere in Santa Claus's land where nobody will ever find it. We need him to do the damage

This will damage an area constantly. When a unit will come into range of the region this is in, it will be damaged for 25 damage. As you can see, I tested it with using a Sea Giant Behemoth that i just put somewhere behind a wall and disabled its abilities and attack.

Manipulate the special effect, the variable and the damage dealt as you want it.
 

Hero

─║╣ero─
Reaction score
250
You do not need a region as stated above. You just need to create the effect and use a Unit Group to select units in the area around the fire, then just damage them from their.
 

brun123

New Member
Reaction score
0
your way to do it is bad, it will damage all unit even allies. you need to create a group that will pick every unit in a certain area owned by enemies then you deal damage to picked unit .

It is NOT bad since it's a minigame :)

Here:


Trigger:
  • Standard Fire
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Set FireLoop_Pt2 = (Center of Region 000 <gen>)
      • Special Effect - Create a special effect at FireLoop_Pt2 using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Cause Sea Giant Behemoth 0002 <gen> to damage circular area after 0.25 seconds of radius 250.00 at FireLoop_Pt2, dealing 25.00 damage of attack type Spells and damage type Fire
      • Custom script: call RemoveLocation (udg_FireLoop_Pt2)


You will need:

-A region where you want this to take place
-Some enemy unit (it can be a dummy and hidden somewhere in Santa Claus's land where nobody will ever find it. We need him to do the damage

This will damage an area constantly. When a unit will come into range of the region this is in, it will be damaged for 25 damage. As you can see, I tested it with using a Sea Giant Behemoth that i just put somewhere behind a wall and disabled its abilities and attack.

Manipulate the special effect, the variable and the damage dealt as you want it.

Your way won't work because it will create special effect always on the same spot, and it is supposed to be random spots.

To kasilopana:

You have to set a delay before each special effect damage any unit, otherwise this would be the worse minigame ever since it is impossible to evade the special effects (would be based only on luck, not on skills).
 

Tyman2007

Ya Rly >.
Reaction score
74
It is NOT bad since it's a minigame

True, but not a credible reason.

take the reason I said before and you got it right :p

as for the special effect in random spots, instead of center of region, do random point in region :p
 
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