• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Lightning EMP Pulse v1.1.2

This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
  • Like
Reactions: polatgeyik
Lightning EMP Pulse
IMPORT GUIDE :
1. Enable "Tick the Automatically create unknown variables ..." located at File>Preference>General
2. Copy the Lightning EMP Pulse ability in the object editor, optionally import the icons and models from the test map
3. Import Timed Event Linked List, Timed Special Effect (both versions), PauseUnitEx, AND Stun Snippet to your map
4. Copy the LightningEMPPulse folder in the trigger editor
5. Configure the LEMPPConfig trigger
6. Configure the LEMPPDamageFilter and LEMPPStunFilter accordingly to influence the allowed targets and effectively of the spell against specific units
> If you want to use the effects and/or the icon from test map, you need to import the following:
BTN EMP
Orb of Lightning
EMP

SPELL DESCRIPTION :
Releases an orb at target point which detonates after 2 seconds, dealing 150/250/350 damage to all enemies and stunning all mechanical units for 8 seconds within 400 area of effect.
SPELL INFORMATION :
Inspired by Mental Omega, China Faction's EM Pulse.
MEDIA SHOWCASE :
CHANGELOG :
Version 1.1.2:
- Apparently, I forgot a bunch of additional import details, this update fix the import guide. Thanks to polatgeyik.
Version 1.1.1:
- RingProgressHelper is not part of this spell. How did that get slipped here?
Version 1.1:
- Added LEMPP_EfficiencyFactor to allow modification of damage and stun efficiency by utilizing damage and stun filters provided as Cherrymage suggested
- Added example implementation of the efficiency factor
- Fixes the description video link
Version 1.0: Released

CREDIT :
Mental Omega: Inspiration source
BETABABY: BTN EMP
General Frank: Orb of Lightning
AlienAtSystem: EMP
Cherrymage: Concept expansion idea
polatgeyik: Allowing me to notice issues with import guide
Contents

Lightning EMP Pulse v1.1 (Map)

Reviews
Wrda
Moved to Awating update as requested by the resource owner. Short explanation: Clash of a dependency's different versions when imported with other resources of the same owner.
Awesome 👀

I took a look at the actual preview video, and it's almost exactly what I dreamed of! Not just a simple AoE stun, but one that allows orders even in the midst of EMP, and also optionally/alternatively deals damage to units too

By the way, after previewing the triggers, I have an idea/suggestion. Perhaps it'll be neat to allow config of passive abilities/unit lists that are specifically immune or exceptionally suspectible to EMP Stun and/or Damage? Like maybe we can add a (maybe leveled/tiered) passive ability that the triggers will detect and so avoid applying EMP stun on them (if the resistance ability level exceeds EMP ability level)? This will help let mapmakers have more control, like they would be able to specify some mechanical units that are immune or resistant to EMP stun effects, but on the other hand some non-mechanical units that are more vulnerable to EMP stun and damage?

(Slightly off-topic: I also envision psychic sheningans that optionally/alternatively deal damage aside from mind control)
 
Last edited:
Awesome 👀

I took a look at the actual preview video, and it's almost exactly what I dreamed of! Not just a simple AoE stun, but one that allows orders even in the midst of EMP, and also optionally/alternatively deals damage to units too

By the way, after previewing the triggers, I have an idea/suggestion. Perhaps it'll be neat to allow config of passive abilities/unit lists that are specifically immune or exceptionally suspectible to EMP Stun and/or Damage? Like maybe we can add a (maybe leveled/tiered) passive ability that the triggers will detect and so avoid applying EMP stun on them (if the resistance ability level exceeds EMP ability level)? This will help let mapmakers have more control, like they would be able to specify some mechanical units that are immune or resistant to EMP stun effects, but on the other hand some non-mechanical units that are more vulnerable to EMP stun and damage?

(Slightly off-topic: I also envision psychic sheningans that optionally/alternatively deal damage aside from mind control)
Thanks!

This flexibility is pretty much in big part thanks to the addition of the new native for stunning (which is used by Stun Snippet). For damage, it is something that tend to be overlooked, but hey, ain't tanks should be taking damage due to malfunctions?

Actually, this request is pretty doable for the immune part by utilizing the LEMPP_CasterUnit and LEMPP_TargetUnit variables. In addition, ability level can be accessed via LEMPP_Level. Adding higher susceptibility is something else and I can include it in a v1.1 release along with fixing the video with the correct version.
 
Version 1.1:
  • Added LEMPP_EfficiencyFactor to allow modification of damage and stun efficiency by utilizing damage and stun filters provided
  • Added example implementation of the efficiency factor
  • Fixes the description video link

@Cherrymage I have expanded this spell to fit the needs, though I didn't update the video since it is not significant of a change.
 
Top