Unable To go over cliffs and trees and such.

Windwalk

New Member
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ok so my problem is .. i made this spell that basically makes the unit trapped inside this hurricane. Problem is .. When the hurricane will also drag the units over the mountain.. i know what the problem is but i dont know an alternative way.

heres the spell

Code:
FinishingTouchCasting
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to (==) FinishingTouch [|cffffff00Q|r] 
    Actions
        Set Cloud_TrigUnit = (Triggering unit)
        Set Cloud_DMG = ((Real((Level of FinishingTouch [|cffffff00Q|r]  for (Triggering unit)))) x 10.00)
        Set Cloud_Loc = (Position of Cloud_TrigUnit)
        Set Cloud_SpellLoc = (Target point of ability being cast)
        Set Cloud_Angle = (Angle from Cloud_Loc to Cloud_SpellLoc)
        Set Cloud_Size = 100.00
        Unit - Create 1 HurricaneDummy for (Owner of Cloud_TrigUnit) at Cloud_Loc facing Default building facing (270.0) degrees
        Set Cloud_D = (Last created unit)
        Custom script:   call RemoveLocation (udg_Cloud_Loc)
        Set Cloud_Distance[1] = 0
        Set Cloud_Distance[2] = 1400
        Animation - Play Cloud_TrigUnit's Attack Slam animation
        Custom script:   call RemoveLocation (udg_Cloud_SpellLoc)
        Trigger - Turn on FinishingTouchDummyMoving <gen>
        Trigger - Turn on FininshTouchDamage <gen>

Code:
FinishingTouchDummyMoving
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Set Cloud_Distance[1] = (Cloud_Distance[1] + 20)
        Set Cloud_DP = (Position of Cloud_D)
        Set Cloud_offset = (Cloud_DP offset by 20.00 towards Cloud_Angle degrees)
         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Cloud_Distance[1] Greater than or equal to (>=) Cloud_Distance[2]
            Then - Actions
                Trigger - Turn off (This trigger)
                Special Effect - Create a special effect at Cloud_DP using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
                Special Effect - Destroy (Last created special effect)
                Unit - Remove Cloud_D from the game
                Unit Group - Pick every unit in Cloud_TargetGroup[2] and do (Actions)
                    Loop - Actions
                        Set Cloud_Locs[1] = (Position of (Picked unit))
                        Set Cloud_Locs[2] = (Cloud_Locs[1] offset by 125.00 towards (Random angle) degrees)
                        Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
                        Special Effect - Destroy (Last created special effect)
                Custom script:   call DestroyGroup (udg_Cloud_TargetGroup[2])
                Custom script:   call RemoveLocation (udg_Cloud_DP)
                Custom script:   call RemoveLocation (udg_Cloud_offset)
                Custom script:   call RemoveLocation (udg_Cloud_Locs[1])
                Custom script:   call RemoveLocation (udg_Cloud_Locs[2])
            Else - Actions
                Unit - Move Cloud_D instantly to Cloud_offset
                Set Cloud_TargetGroup[1] = (Units within 200.00 of Cloud_DP matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) belongs to an enemy of (Owner of Cloud_TrigUnit)) Equal to (==) True) and (((Matching unit) is in Cloud_TargetGroup[2]) Equal to (==) Fals
                Unit Group - Pick every unit in Cloud_TargetGroup[1] and do (Actions)
                    Loop - Actions
                        Unit Group - Add (Picked unit) to Cloud_TargetGroup[2]
                Unit Group - Pick every unit in (Units within 200.00 of Cloud_DP matching ((((Matching unit) is A structure) Equal to (==) False) and (((Matching unit) belongs to an enemy of (Owner of Cloud_TrigUnit)) Equal to (==) True))) and do (Actions)
                    Loop - Actions
                        Custom script:   local location random111
                        Custom script:   set random111 = PolarProjectionBJ(udg_Cloud_DP, 50.00, GetRandomDirectionDeg())
                        Unit - Move (Picked unit) instantly to (random111)
                        Unit Group - Add (Picked unit) to Cloud_TargetGroup[2]
                        Custom script:   call RemoveLocation(random111)
                        Custom script:   set random111 = null
                Custom script:   call DestroyGroup (bj_lastCreatedGroup)
                Custom script:   call RemoveLocation(udg_Cloud_offset)
                Custom script:   call DestroyGroup (udg_Cloud_TargetGroup[1])

Code:
FininshTouchDamage
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in (Units within 200.00 of Cloud_DP matching ((((Matching unit) is A structure) Equal to (==) False) and (((Matching unit) belongs to an enemy of (Owner of Cloud_TrigUnit)) Equal to (==) True))) and do (Actions)
            Loop - Actions
                Unit - Cause Cloud_TrigUnit to damage (Picked unit), dealing Cloud_DMG damage of attack type Spells and damage type Normal
        Custom script:   call DestroyGroup(bj_lastCreatedGroup)
 

Windwalk

New Member
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8
i dont want the units to be DRAGGED over moutains.. the units still go over mountains i want them to not go over mountains :S
 

LurkerAspect

Now officially a Super Lurker
Reaction score
118
Try changing the movement type of your dummy to "foot" or something that's not flying, set the collision size to 8 or something so it still registers obstacles, and watch as your tornado spins it's way around trees, mountains, rocks, what-have-you.

OFF-TOPIC: Post number 400!!!! WOOT!
 
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