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sarkurayboy

New Member
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7
Ok , i was thinking , is this possible?

Base on the abillity Shockwave , i would like the affected units to be stun for 1 second , iszit possible? if it is , can someone giv me a trigger for it??
plzzzz , thx~
 

Expelliarmus

Where to change the sig?
Reaction score
48
hmm.. right now I can't think of a way to detect 'shockwaved' units, though in order stun, you will manual need to move a dummy unit that takes the form of the shockwave SFX and pick every unit per interval and add to group. Then apply stun to each unit in group for one second. Something like this.

Hope this helps
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
the 'impale' skill is like shockwave and stunnes creeps in the line you can base your skill on that one.
 

Jagan

New Member
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30
You can change the air time. Set it to 0 so they won't get thrown up.
 

sarkurayboy

New Member
Reaction score
7
i though 0 = forever? i remember last time i adjust the stun duration into 0 , its stuns forever ==
 

Jagan

New Member
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30
I wasn't referring to the the stun time. Change the 'Air Time (seconds)' field instead, that affects how long a unit would get tossed into the air.

EDIT: It's right below the extended Learn tooltip, by the way.
 

Jagan

New Member
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30
That's odd. I remember setting it to 0 for one of my impale-based skill and it worked fine. Are you sure you didn't change any other field?
 

Jagan

New Member
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30
Okay, I just found some time off to test it out. The way I suggested works perfectly fine. The units won't be tossed up into the air but they still get stunned for the duration.
 

DiFm

New Member
Reaction score
35
Well the missile wont show up since its not using the same style. however if you base on impale and then use no missile. And then make a dummy unit through triggers thatmoves the distance then it should work nicely then you can also change the size of the missile
 

DiFm

New Member
Reaction score
35
Something Like this.

Code:
The Trigger
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Impale
    Actions
        Set TargetPoint = (Target point of ability being cast)
        Set TriggerUnit = (Triggering unit)
        Set Counter = 0
        Unit - Create 1 Shockwave (Dummy) for Player 1 (Red) at (Position of (TriggerUnit)) facing Default building facing degrees
Set UnitDummy = (Last Created Unit)
        Trigger - Turn on The Trigger 2 <gen>
        Trigger - Turn off (This trigger)

Code:
The Trigger 2
    Events
        Time - Every 0.30 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Counter Less than or equal to 50
            Then - Actions
                Set Counter = (Counter + 1)
                Unit - Move UnitDummy instantly to ((Position of UnitDummy) offset by 12.00 towards (Angle from (Position of TriggerUnit) to TargetPoint) degrees)
            Else - Actions
                Custom script:    call RemoveLocation (udg_TargetPoint)
                Trigger - Turn off (This trigger)
 

sarkurayboy

New Member
Reaction score
7
Code:
The Trigger 2
    Events
        Time - Every 0.30 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Counter Less than or equal to 50
            Then - Actions
                Set Counter = (Counter + 1)
                Unit - Move UnitDummy instantly to ((Position of UnitDummy) offset by 12.00 towards (Angle from (Position of TriggerUnit) to TargetPoint) degrees)
            Else - Actions
                Custom script:    call RemoveLocation (udg_TargetPoint)
                Trigger - Turn off (This trigger)
[/QUOTE]

I dont get this part , what is a counter ?
 

DiFm

New Member
Reaction score
35
i just made a fast and simple way. its a integer variable thats called counter coz its job is to count the loops of moving the dummy unit.

i have the condition if counter is less then 50

put counter +1

that means after the trigger went through 50 loops. it will go on else actions and that is turning off the trigger equal to stop moving the dummy unit.
 
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