Volkof
Well-Known Member
- Reaction score
- 31
Hi everyone, its been a while
Anywhere here is my question. I have created a custom ability which works fine. Now I am trying to add a special effect. The effect is basically a dummy unit with the model of vampire aura appearing beneth the casting hero, and the dummy will start spinning (or should I say turning) for 3 seconds, just like the blademaster's spin animation.
The texts in bold affects the dummy unit
What I expected to happen is that for the second trigger, it will constantly set the facing angle of the dummy unit every 0.3 seconds, making it look like it is turning.
However the dummy unit will always face at a certain angle (Always East since I set the initial value of HeavensBlade_DummyFacing to 0). Why wont it turn?
Thanks in Advance
__________________________________________
I forgot 1 more problem. Why cant I make this spell damage structures and flying units? The damage is in blue text
Anywhere here is my question. I have created a custom ability which works fine. Now I am trying to add a special effect. The effect is basically a dummy unit with the model of vampire aura appearing beneth the casting hero, and the dummy will start spinning (or should I say turning) for 3 seconds, just like the blademaster's spin animation.
The texts in bold affects the dummy unit
Code:
Heavens Blade Start
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Dance of Heaven's Blade
Actions
Set HeavensBlade_Caster = (Triggering unit)
Set HeavensBlade_CastPoint = (Position of HeavensBlade_Caster)
Set HeavensBlade_FlyingGroup = (Units within 300.00 of (Position of HeavensBlade_Caster) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of HeavensBlade_Caster)) Equal to
[COLOR="Blue"]Set HeavensBlade_DamageGroup = (Units within 300.00 of (Position of HeavensBlade_Caster) matching (((Matching unit) belongs to an enemy of (Owner of HeavensBlade_Caster)) Equal to True))[/COLOR]
[B]-------- Create Dummy Effect --------
Unit - Create 1 Heaven's Blade Dummy for (Owner of HeavensBlade_Caster) at (Position of HeavensBlade_Caster) facing HeavensBlade_DummyFacing degrees
Set HeavensBlade_DummyUnit = (Last created unit)
Unit - Add a 3.00 second Generic expiration timer to HeavensBlade_DummyUnit[/B]
-------- Make Hero Fly --------
Unit - Pause HeavensBlade_Caster
Unit - Make HeavensBlade_Caster Invulnerable
Unit - Add Crow Form to HeavensBlade_Caster
Unit - Add classification of A flying unit to HeavensBlade_Caster
Unit - Remove Crow Form from HeavensBlade_Caster
Animation - Play HeavensBlade_Caster's Attack Walk Stand Spin animation
Animation - Change HeavensBlade_Caster flying height to HeavensBlade_FlyingHeight at 200.00
-------- Make Enemy Fly --------
Unit Group - Pick every unit in HeavensBlade_FlyingGroup and do (Actions)
Loop - Actions
Unit - Pause (Picked unit)
Unit - Add Crow Form to (Picked unit)
Unit - Add classification of A flying unit to (Picked unit)
Unit - Remove Crow Form from (Picked unit)
Trigger - Turn on Heavens Blade Damage <gen>
Animation - Change (Picked unit) flying height to HeavensBlade_FlyingHeight at 200.00
Wait 3.00 seconds
-------- Make Hero Land --------
Animation - Change HeavensBlade_Caster flying height to 0.00 at 1000.00
Animation - Play HeavensBlade_Caster's Attack Slam animation
Special Effect - Create a special effect at (Position of HeavensBlade_Caster) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Special Effect - Destroy (Last created special effect)
Unit - Remove classification of A flying unit from HeavensBlade_Caster
Unit - Make HeavensBlade_Caster Vulnerable
Unit - Unpause HeavensBlade_Caster
Wait 0.50 seconds
Animation - Reset HeavensBlade_Caster's animation
-------- Make Enemy Land --------
Unit Group - Pick every unit in HeavensBlade_FlyingGroup and do (Actions)
Loop - Actions
Animation - Change (Picked unit) flying height to 0.00 at 600.00
Unit - Remove classification of A flying unit from (Picked unit)
Trigger - Turn off Heavens Blade Damage <gen>
Wait 0.50 seconds
Unit Group - Pick every unit in HeavensBlade_FlyingGroup and do (Actions)
Loop - Actions
Unit - Unpause (Picked unit)
Custom script: call DestroyGroup(udg_HeavensBlade_FlyingGroup)
Code:
Heavens Blade Damage
Events
Time - Every 0.30 seconds of game time
Conditions
Actions
[B]-------- Set Dummy Effect's Facing Direction --------
Set HeavensBlade_DummyFacing = (HeavensBlade_DummyFacing + 50.00)
Unit - Make HeavensBlade_DummyUnit face HeavensBlade_DummyFacing over 0.00 seconds[/B]
-------- Play Death Animation --------
Unit Group - Pick every unit in HeavensBlade_FlyingGroup and do (Actions)
Loop - Actions
Animation - Play (Picked unit)'s death animation
-------- Deal Damage --------
[COLOR="blue"]Unit Group - Pick every unit in HeavensBlade_DamageGroup and do (Actions)
Loop - Actions
Unit - Cause HeavensBlade_Caster to damage (Picked unit), dealing (100.00 x (Real((Level of Dance of Heaven's Blade for HeavensBlade_Caster)))) damage of attack type Hero and damage type Normal[/COLOR]
What I expected to happen is that for the second trigger, it will constantly set the facing angle of the dummy unit every 0.3 seconds, making it look like it is turning.
However the dummy unit will always face at a certain angle (Always East since I set the initial value of HeavensBlade_DummyFacing to 0). Why wont it turn?
Thanks in Advance
__________________________________________
I forgot 1 more problem. Why cant I make this spell damage structures and flying units? The damage is in blue text