Wall Spells

Royal-Naga

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I wan to create "Wall" type speels to avoid enemy units to past the wall.

Problems:
1) Make the effect in a line. (Mui or Gui I don´t know about JASS)
2) Make the animation (How to put the units/effects in line)

The Idea for the spell is a Tree Path in front of the Hero or you can also can make an Ice Wall or Ice Path like Jakiro and Kael from Dota. The main idea is the concept "Effect in line"

Sorry is my english don´t fit the explanantion.
 

Kling[o]

New Member
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I wan to create "Wall" type speels to avoid enemy units to past the wall.

Problems:
1) Make the effect in a line. (Mui or Gui I don´t know about JASS)
2) Make the animation (How to put the units/effects in line)

The Idea for the spell is a Tree Path in front of the Hero or you can also can make an Ice Wall or Ice Path like Jakiro and Kael from Dota. The main idea is the concept "Effect in line"

Sorry is my english don´t fit the explanantion.

Mui and Gui are way different xD , MUI is when two unit can cast the spell in same time whitout any problem and GUI is trigger that you choose action by clicking on choices. Altough , I would like to help you but i'm not on my computer sry.
 

Royal-Naga

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Mui and Gui are way different xD , MUI is when two unit can cast the spell in same time whitout any problem and GUI is trigger that you choose action by clicking on choices. Altough , I would like to help you but i'm not on my computer sry.

Yep, I ´am a total noob
Any ideas of how y can make it?
 

Mindless

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I know this may sound crazy to you but I can't think of any other way.

Get, say 5 or 6 points on your line (depending on your line length, you might want to make this number a bit higher; this will be your testing resolution--this will make sense later).

For each affected unit, check their distance to all of these points. If the distance is less than some value (depending on your area of effect), it means it is affected by the ability.

Remember: for each unit, check their distances to every point. The more points you take, the more accurate it is.

If you did not understand what I just said, please check the attachment; there is a picture explaining things (hopefully).
 

Attachments

  • Wall.bmp
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Royal-Naga

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I know this may sound crazy to you but I can't think of any other way.

Get, say 5 or 6 points on your line (depending on your line length, you might want to make this number a bit higher; this will be your testing resolution--this will make sense later).

For each affected unit, check their distance to all of these points. If the distance is less than some value (depending on your area of effect), it means it is affected by the ability.

Remember: for each unit, check their distances to every point. The more points you take, the more accurate it is.

If you did not understand what I just said, please check the attachment; there is a picture explaining things (hopefully).

Thanks, I think that I starting to understand.
Now I going to test wich action/conditions will helpme to build the ability that I want.
 

Mindless

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If you have anymore problems, feel free to ask me.

(I don't think I explained things very clearly...)
 

Moridin

Snow Leopard
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144
If you want to create a line of trees infront of your unit. You could do something like this.

Create a custom ability first, with no target that does nothing. Then use this trigger:

Trigger:
  • Tree Wall
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Tree Wall
    • Actions
      • Set Real_Angle = (Facing of (Triggering unit))
      • Set Point_Main = (Position of (Triggering unit))
      • Set Integer_NoOfTrees = 10
      • For (Integer A) from 1 to Integer_NoOf loop actions
        • loop - Actions
          • Set Point_Offset = Point_Main offset by ((Integer A) x 100) towards Real_Angle
          • Destructible - Create a Summer Tree Wall at Point_Offset facing (Random angle) with scale 1.00 and variation 0
          • Custom script: call RemoveLocation (udg_Point_Offset)
      • Custom script: call RemoveLocation (udg_Point_Main)


You can change the Integer_NoOfTrees variable to alter the number of trees that spawn. Note that the trees will spawn almost instantaneously, so it might cause an amount of lag equal to something like earthshaker's fissure from dota.
 

Inflicted

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I wan to create "Wall" type speels to avoid enemy units to past the wall.

make an Ice Wall or Ice Path like Jakiro and Kael from Dota.

note that in both those cases you can walk through them both, just become slowed or frozen.

in dota, u probably mean Earth Shaker's stun.

wich i think is just a line of dummy units.

---

just make a few units, make them cast warstomp if u want stun or something.

change there duration and collision size, and just do speciall effects etc.

---

but if u want trees, just to block, then the methods above would work.
 

Royal-Naga

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note that in both those cases you can walk through them both, just become slowed or frozen.

in dota, u probably mean Earth Shaker's stun.

wich i think is just a line of dummy units.

---

just make a few units, make them cast warstomp if u want stun or something.

change there duration and collision size, and just do speciall effects etc.

---

but if u want trees, just to block, then the methods above would work.

What I mean is make effects on a line.
The "Tree Wall" was just an idea. Thanks Moridin
 

Moridin

Snow Leopard
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No problem.

You can also make something like Earthsaker's fissure (i.e. a point target spell) if you simply alter the angle variable to be the angle between the position of the casting unit and the target point of the ability being cast.
Oh and for something like this, I would suggest using doodads or destructibles and not units because they're less complex and hence cause less lag when spawned in large numbers.
 

Royal-Naga

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No problem.

You can also make something like Earthsaker's fissure (i.e. a point target spell) if you simply alter the angle variable to be the angle between the position of the casting unit and the target point of the ability being cast.
Oh and for something like this, I would suggest using doodads or destructibles and not units because they're less complex and hence cause less lag when spawned in large numbers.

I will use a line of rocks (destructible)

What I Want to make the a vertical line of rocks in front of the caster like Kael Ice Wall and now I think that I have the idea of how doed.
 

Moridin

Snow Leopard
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144
If you want a wall of _____ perpendicular to the facing of the caster (like Kael's ice wall) take a look at this thread. The mechanic is pretty much done and explained there.
 
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