Motivation
A simple ray spells system inspired by Ray of Frost and Disintegrate from Diablo III.
The rays can detect units, destructables and items for collisions as well as terrain height differences and pathing.
Warcraft III does not allow this by default.
This is how the Diablo III spell looks like:
The hero can still walk and attack while using ray spells with this system unlike in Diablo III.
Usage
You need to specify all options in the library RayConfig like in the demo map.
The demo map contains many example spells which you could use.
More will be added in the future.
Here is a demo video:
I have updated the system since the video and added delays for ray effects such as cyclone and resurrection as well as harvesting to make it a bit more balanced.
Features
- Target detection for units, items and destructables.
- Blocking by pathing and height differences.
- Target Z detection.
- Target unit collision size detection.
- Hit duration per target detection.
- Loop and target sounds.
- Caster and target effects.
- Mouse movement aiming.
- Multiple different lightnings per spell.
- Dummy support for target ability effects.
Future Work
- DONE: Polymorph/Hex Ray in the demo map.
- DONE: Neutralization Ray in the demo map.
- DONE: Charm Ray in the demo map.
- DONE: Caster and target effect with user-defined attachment points.
- DONE: Disable attacking during ray (Charm Ray etc.).
- DONE: Better aiming controls maybe while pressing shift or something where the hero only changes the direction.
- Allow one ray to hit multiple targets?
- More options to configure rays: Blocking pathing types, disallow moving/attacking, etc.
- Register destructable collision sizes for more accurate blocking/hitting.
- My issue for my own map for this system:
https://github.com/tdauth/wowr/issues/2698
Credits
- Custom lightning effects by Spellbound:
https://www.hiveworkshop.com/threads/spellbounds-custom-lightning-effects.292771/