Name | Type | is_array | initial_value |
HS_ability | abilcode | No | |
HS_animation | string | No | |
HS_attack_type | attacktype | No | |
HS_caster | unit | No | |
HS_caster_loc | location | No | |
HS_charge_counter | integer | No | |
HS_charges | integer | Yes | |
HS_cone | real | No | |
HS_counter | real | No | |
HS_damage | real | Yes | |
HS_damageType | damagetype | No | |
HS_destroy_dest | boolean | No | |
HS_detect_area | real | No | |
HS_direction | real | No | |
HS_effect | string | No | |
HS_effect2 | string | No | |
HS_explosion_count | integer | No | |
HS_facing | real | No | |
HS_group | group | No | |
HS_hash | hashtable | No | |
HS_height | real | No | |
HS_knockup | boolean | No | |
HS_knockup_animation | string | No | |
HS_knockup_effect | string | No | |
HS_knockup_speed | real | No | |
HS_level | integer | No | |
HS_loop_speed | real | No | |
HS_speed | real | Yes | |
HS_temp_loc | location | No | |
HS_time | real | No | |
HS_trigger | trigger | No | |
HS_trigger2 | trigger | No | |
HS_X | real | No | |
HS_Y | real | No | |
ISD_boolean | boolean | No | |
ISD_check | boolean | No | |
ISD_d | destructable | No | |
ISD_Destructable | destructable | No | |
ISD_dummy | unit | No | |
ISD_hash | hashtable | No | |
ISD_hashtable | hashtable | No | |
ISD_loc | location | No | |
ISD_p | location | No | |
KUS_animation | string | No | |
KUS_effect | modelfile | No | |
KUS_group | group | No | |
KUS_hash | hashtable | No | |
KUS_height | real | No | |
KUS_knockup | boolean | No | |
KUS_speed | real | No | |
KUS_target | unit | No | |
KUS_temp_loc | location | No | |
KUS_temp_speed | real | No |
//TESH.scrollpos=8
//TESH.alwaysfold=0
***************************
******Holy Shockwave*******
*********By Chaosy*********
*********** 1.0 ***********
***************************
Spell description:
The caster shoots small holy shockwaves in random directions infront of him X times.
Needed systems (also included in this map):
Knockup system - http://www.hiveworkshop.com/forums/spells-569/knockup-system-gui-229329/
IsDestructableTree - http://www.hiveworkshop.com/forums/spells-569/isdestructabletree-gui-1-1-a-228385/
Setup variables and what they do:
HS_damage - how much damage the spells deal when it hits a unit.
HS_speed - how big the gap between each effect will be, with other words speed.
HS_charges - the number of shockwaves created before the spell is finished.
HS_destroy_dest - if destructables should be killed. (tress only)
HS_detect_area - the area used to detect both units and destructables.
HS_effect - the path of the model used to create the shockwaves.
HS_effect2 - the path of the model used when something is hit by the spell.
HS_time - how long each shockwave is allowed to travel before the next one starts.
HS_ability - the ability you cast.
HS_knockup - if units that got hit should get knocked into the air, this requires the second system in this map.
HS_animation - animation that is played open casting the spell.
HS_cone - setting this to 180 means the beams will random in any direction. Setting it
to 1 will make it fire in the same angle infront of the caster.
additional info:
I did a simple destructable respawn system for this map, you should consider
downloading one from www.hiveworkshop.com if you want to enable the killing
of destructables with this spell.
I also want to mention that the extra systems used in this maps are made by me in case
you wonder why there are no credit section.
How to use:
1. copy the triggers from the "Holy Shockwave", "IsDestructableTree" and "system" folders.
2. copy the Holy Shockwave spell from the object editor.
3. profit