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anyone knows?

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Level 6
Joined
May 9, 2011
Messages
228
hi everyone i had a problem w/ the spell ...
the problem is it cant go through the walls...
this is the trigger
  • HS Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Hook Ride
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HS_IndexSize Equal to 0
        • Then - Actions
          • Trigger - Turn on HS Loop <gen>
        • Else - Actions
      • Set HS_IndexSize = (HS_IndexSize + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HS_IndexSize Greater than HS_IndexMaxSize
        • Then - Actions
          • Set HS_Index[HS_IndexSize] = HS_IndexSize
          • Set HS_IndexMaxSize = HS_IndexSize
        • Else - Actions
      • Set HS_TempInt = HS_Index[HS_IndexSize]
      • Set HS_Caster[HS_TempInt] = (Triggering unit)
      • Set HS_CasterPoint = (Position of HS_Caster[HS_TempInt])
      • Set HS_StartTimer[HS_TempInt] = 100.00
      • Set HS_ExpiredTimer[HS_TempInt] = 0.00
      • Set HS_Boolean[HS_TempInt] = True
      • Set HS_Damage[HS_TempInt] = (5.00 x (Real((Level of Hook Ride for HS_Caster[HS_TempInt]))))
      • Unit - Create 1 HS_Dummy for (Owner of HS_Caster[HS_TempInt]) at HS_CasterPoint facing (Facing of HS_Caster[HS_TempInt]) degrees
      • Set HS_Dummy[HS_TempInt] = (Last created unit)
      • Unit - Add a 4.00 second Generic expiration timer to HS_Dummy[HS_TempInt]
      • Set HS_DummyPoint = (Position of HS_Dummy[HS_TempInt])
      • Lightning - Create a Spirit Link lightning effect from source HS_CasterPoint to target HS_DummyPoint
      • Set HS_LightningEffect[HS_TempInt] = (Last created lightning effect)
      • Unit - Turn collision for HS_Caster[HS_TempInt] Off
      • Unit - Turn collision for HS_Dummy[HS_TempInt] Off
      • Unit - Add Armor to HS_Caster[HS_TempInt]
      • Unit - Pause HS_Caster[HS_TempInt]
      • Custom script: call RemoveLocation(udg_HS_CasterPoint)
      • Custom script: call RemoveLocation(udg_HS_DummyPoint)
  • HS Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer HS_Index_Loop) from 1 to HS_IndexSize, do (Actions)
        • Loop - Actions
          • Set HS_TempInt = HS_Index[HS_Index_Loop]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (HS_Caster[HS_TempInt] is alive) Equal to True
              • HS_StartTimer[HS_TempInt] Greater than or equal to HS_ExpiredTimer[HS_TempInt]
            • Then - Actions
              • Set HS_ExpiredTimer[HS_TempInt] = (HS_ExpiredTimer[HS_TempInt] + 1.00)
              • Set HS_CasterPoint = (Position of HS_Caster[HS_TempInt])
              • Set HS_DummyPoint = (Position of HS_Dummy[HS_TempInt])
              • Set HS_OffPoint = (HS_DummyPoint offset by 30.00 towards (Facing of HS_Dummy[HS_TempInt]) degrees)
              • Special Effect - Create a special effect attached to the weapon of HS_Caster[HS_TempInt] using Abilities\Spells\Items\AIlb\AIlbSpecialArt.mdl
              • Special Effect - Destroy (Last created special effect)
              • Animation - Play HS_Caster[HS_TempInt]'s spell one animation
              • Unit - Move HS_Dummy[HS_TempInt] instantly to HS_OffPoint
              • Lightning - Move HS_LightningEffect[HS_TempInt] to source HS_CasterPoint and target HS_DummyPoint
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Distance between HS_CasterPoint and HS_DummyPoint) Greater than or equal to 250.00
                  • (Terrain pathing at HS_CasterPoint of type Walkability is off) Not equal to True
                • Then - Actions
                  • Set HS_OffPoint2 = (HS_CasterPoint offset by 30.00 towards (Facing of HS_Dummy[HS_TempInt]) degrees)
                  • Unit - Move HS_Caster[HS_TempInt] instantly to HS_OffPoint2
                  • Custom script: set bj_wantDestroyGroup=true
                  • Unit Group - Pick every unit in (Units within 300.00 of HS_DummyPoint matching ((((Matching unit) belongs to an enemy of (Owner of HS_Caster[HS_TempInt])) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True)))) and do (Actions)
                    • Loop - Actions
                      • Set HS_PickedUnit = (Picked unit)
                      • Set HS_PickedPoint = (Position of HS_PickedUnit)
                      • Set HS_PickedOffPoint = (HS_PickedPoint offset by -35.00 towards (Facing of (Picked unit)) degrees)
                      • Unit - Move (Picked unit) instantly to HS_PickedOffPoint, facing HS_CasterPoint
                      • Unit - Cause HS_Caster[HS_TempInt] to damage (Picked unit), dealing HS_Damage[HS_TempInt] damage of attack type Spells and damage type Normal
                      • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation(udg_HS_PickedPoint)
                      • Custom script: call RemoveLocation(udg_HS_PickedOffPoint)
                  • Custom script: call RemoveLocation(udg_HS_OffPoint2)
                • Else - Actions
              • Custom script: call RemoveLocation(udg_HS_CasterPoint)
              • Custom script: call RemoveLocation(udg_HS_DummyPoint)
              • Custom script: call RemoveLocation(udg_HS_OffPoint)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • HS_Boolean[HS_TempInt] Equal to True
                • Then - Actions
                  • Unit - Unpause HS_Caster[HS_TempInt]
                  • Unit - Remove Armor from HS_Caster[HS_TempInt]
                  • Unit - Turn collision for HS_Caster[HS_TempInt] On
                  • Unit - Explode HS_Dummy[HS_TempInt]
                  • Lightning - Destroy HS_LightningEffect[HS_TempInt]
                  • Set HS_Boolean[HS_TempInt] = False
                  • Set HS_Index[HS_Index_Loop] = HS_Index[HS_IndexSize]
                  • Set HS_Index[HS_IndexSize] = HS_TempInt
                  • Set HS_IndexSize = (HS_IndexSize - 1)
                  • Set HS_Index_Loop = (HS_Index_Loop - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • HS_IndexSize Equal to 0
                    • Then - Actions
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                • Else - Actions
does anyone know how to make the caster go to through the doodads
 
Level 6
Joined
May 9, 2011
Messages
228
try to put some mountains and cast the spell on the mountains , the caster will be stock or cant move...or make a mountain and put the caster top of it and cast the spell
 
Ground units can't walk through doodads just with collision off.
Movement type - flying help here.

Check if:
  • Actions
    • Unit - Add Crown Form to Unit
    • Unit - Remove Crown Form From Unit
+ manipulating height could help.

However, in loop you can pick nearest destructibles (trees) and remove them, thats how most people do, but it won't help you with walls ;/
 
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