[Spell Help] Fire Bomb Javelin

Happy

Well-Known Member
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71
hey all...

ive got a problem with my spell fire bomb javelin. i think im just too tired to get it work but maybe its something else^^

so the spell should work like this:

1. hero throws a javelin to the targeted point.
2. when javelin reaches the targeted point there shall be a fire effect (liquid fire) damaging every unit in it by a certain amount and set them on fire damaging them for some seconds.


sounds easy....but im to stupid to get the fire created when the javelin reaches the point. or better i got to work with a dummy unit with the model of a javelin changing flying high and so on....but that looked ugly as hell so i tried to do it with 2 dummys. 1 at the casters position 1 at the targeted position. and then i tried to use damage detection and ordered dummy 1 to attack dummy 2 but it didnt attacked -.- then i tried to use a custom cluster rockets spell and damage detection again...again didnt work.

and now im depressed of doing this and ask you how to do.

thanks in advance

greetz happy
 

Sajin

User title under construction.
Reaction score
56
If the dummy has locust thats why the damage detection didnt work because locust makes them invulnerable. Set the attacking dummy's attacks set to target invulnerable units and maybe it will work.

also dont get angry about a spell. if your getting frustrated take a break and work on something else for a little bit and come back to it usually during that time a probable solution will come to you :)
 

Happy

Well-Known Member
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71
also dont get angry about a spell. if your getting frustrated take a break and work on something else for a little bit and come back to it usually during that time a probable solution will come to you :)

usually i do that but i was tired so this was my solution xD but thanks anyway xD

back to the spell :

changed targets allowed(several times) => no attack
replaced locust with invurnability => no attack
removed locust/invurnability => no attack
changed attacked dummys team to neutral hostile => no attack

and no detecting of the damage detection system

any other idea??? :(
 

tommerbob

Minecraft. :D
Reaction score
110
I recommend using a Projectile system. The one I use is Kingz at Hive Workshop, you can find it here.

Just input the projectile system, and add a timer that expires when you want the javelin to hit the target, and do X actions. I am not sure why you would need damage detection for this...?
 

Happy

Well-Known Member
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its not needed to use damage detection here i think but i dont get another way in my mind so i tried this way...

if theres another way to do this (prefered without adding another system ive got 4 in my map that should be enough^^) tell me...

tommerbob thanks anyway...ill have that way in mind^^
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Why would the model of the javelin look ugly? IMO that's the best way.
 

Happy

Well-Known Member
Reaction score
71
the model itself doesnt look ugly....

the flying looks ugly...even if i change the flying high smoothly the javelin never "looks" up or down like it would be usually. means it always looks like this :

------>

but it shall look like this when flying upside (ignore the extreme angle...just take the idea^^) :

.....^
..../
../
/

and the other way round when it falling to the ground.

i hope you got what i mean...
 

skyblader

You're living only because it's illegal killing.
Reaction score
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Oh... Yeah... That's the missile arc. I doubt it's possible to do it using units... Why don't you make a point target spell like, carrion swarm and change the missile to javelin and set the arc to what you want, but it deals no damage?
 

Happy

Well-Known Member
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71
maybe im just stupid but when i thought of that way my problem was to create the fire effect when the missle hits the ground.

and also damage the units in there not before the fire is created....
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Well you can change the missile speed, and create a timer when the missile reaches you do your stuff. You can test the speed by using these triggers.

Trigger:
  • Untitled Trigger 001
    • Events
      • Player - Player 1 (Red) types a chat message containing a as An exact match
    • Conditions
    • Actions
      • Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
      • Unit - Add Carrion Swarm to (Last created unit)
      • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm ((Center of (Playable map area)) offset by 500.00 towards 0.00 degrees)
      • Set realvar = 0.00
      • Trigger - Turn on Untitled Trigger 002 <gen>


Trigger:
  • Untitled Trigger 002
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Set realvar = (realvar + 0.01)


Trigger:
  • Untitled Trigger 003
    • Events
      • Player - Player 1 (Red) types a chat message containing b as An exact match
    • Conditions
    • Actions
      • Trigger - Turn off Untitled Trigger 002 <gen>
      • Game - Display to (All players) the text: (String(realvar))


Just type a, and then type b when it ends. (Though I doubt it's 100% accurate..)
 

Happy

Well-Known Member
Reaction score
71
that would work if the spell has a certain range everytime its casted but my spell can be cast just 1mm in front of you and also 700 range away...so the movement time isnt the same everytime....you understand?
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Yeah.. I think so. then you just have to find the time for let's say 1000 range. Then everytime the spell is casted, just find the range that it's casted at, and then do the divison and stuff.

Let's say 1000 = 5.00 seconds

So in your triggers, just set the range to a value first.

set Range = Distance between trigger unit and target point of ability being cast
set Time = (Range/1000) x 5.00
set temppoint2 = temppoint offset by range
Order unit to undead carrion swarm temppoint2
Create a timer that expires in Time
 

Happy

Well-Known Member
Reaction score
71
hmmmm...somehow the formula doesnt work like it should :(

your example:

set Time = (Range/1000) x 5.00

ingame version:
set FBJ_Time = (FBJ_Distance/700) x 0.30 the fire appears much too fast

so i looked at the formula and its physics basics....means it the formula : speed = distance/time

would change the formula you gave me this way round :

set FBJ_Time = (FBJ_Distance/700)/0.30 but in this version the fire appears "hours" after the projectile reached the targeted point :banghead::banghead::banghead:

so is here any maths freak could change the formula so it works??:D:D:D
 

Bo-Bo

New Member
Reaction score
8
With vJass this would be easy to do. Well, not exactly easy, but doable.^^
You could even achieve the turning of the spear using UnitLookAt().
The easiest way for you would be using a projectile system, though.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
are you really sure 700 range takes 0.30 seconds? If so, any range shorter than that would be very very fast no?
 
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