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aoe with impale model

Discussion in 'Triggers & Scripts' started by X-Angel, Nov 1, 2007.

  1. X-Angel

    X-Angel

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    i want to make a spell where, in a certain range around the hero, the impale model, (or in my case, a custom impale model i have), comes out of the ground, like all the nails come out at once out the of the ground, kind of like Tides of Blood, for the crypt lord's ultimate. Can anyone show me how to do this? (preferrably in GUI)?
     
  2. DenZel94

    DenZel94

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    Are you saying in a circular field, impaling spikes will come out at once? If so then I may have possibility to make it (if I'm not lazy enough) and of course, IN GUI!!!!

    Try this: (I copied it from my map which I want to release but not released due to it being BETA)

    Base the skill with an instant execution skill (e.g. Howl, War Stomp, Thunder Clap, Berserk) and remove everything except Tooltips, icon, mana and cooldown
    Create a Dummy Unit (e.g. mine is NAMED Wisp) and add the abilities, Invulnerability, Locust, and your ability based on Impale.. Remove the model (via erasing the thing in Custom ~) and attack damage and movement.
    For the dummy ability based on Impale, remove the cooldown and mana cost of it and you may edit the other values..

    • Massive Impale
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Massive Impale
      • Actions
        • Set MICaster = (Casting unit)
        • Wait 0.01 seconds
        • Unit - Turn collision for NovaCaster Off
        • -------- 1st unit --------
        • Unit - Create 1 Wisp for (Owner of MICaster) at (Position of MICaster) facing (Position of (Triggering unit))
        • Unit - Set level of Dummy Impale of (Last Created Unit) to (Level of Massive Impale of (Casting Unit))
        • Set MassiveImpaler[1] = (Last created unit)
        • Unit - Turn collision for MassiveImpaler[1] Off
        • Unit - Order MassiveImpaler[1] to Undead Crypt Lord - Impale ((Position of MICaster) offset by 700.00 towards 360.00 degrees)
        • -------- 2nd unit --------
        • Unit - Create 1 Wisp for (Owner of MICaster) at (Position of MICaster) facing (Position of (Triggering unit))
        • Unit - Set level of Dummy Impale of (Last Created Unit) to (Level of Massive Impale of (Casting Unit))
        • Set MassiveImpaler[2] = (Last created unit)
        • Unit - Turn collision for MassiveImpaler[2] Off
        • Unit - Order MassiveImpaler[2] to Undead Crypt Lord - Impale ((Position of MICaster) offset by 700.00 towards 45.00 degrees)
        • -------- 3rd unit --------
        • Unit - Create 1 Wisp for (Owner of MICaster) at (Position of MICaster) facing (Position of (Triggering unit))
        • Unit - Set level of Dummy Impale of (Last Created Unit) to (Level of Massive Impale of (Casting Unit))
        • Set MassiveImpaler[3] = (Last created unit)
        • Unit - Turn collision for MassiveImpaler[3] Off
        • Unit - Order MassiveImpaler[3] to Undead Crypt Lord - Impale ((Position of MICaster) offset by 700.00 towards 90.00 degrees)
        • -------- 4th unit --------
        • Unit - Create 1 Wisp for (Owner of MICaster) at (Position of MICaster) facing (Position of (Triggering unit))
        • Unit - Set level of Dummy Impale of (Last Created Unit) to (Level of Massive Impale of (Casting Unit))
        • Set MassiveImpaler[4] = (Last created unit)
        • Unit - Turn collision for MassiveImpaler[4] Off
        • Unit - Order MassiveImpaler[4] to Undead Crypt Lord - Impale ((Position of MICaster) offset by 700.00 towards 135.00 degrees)
        • -------- 5th unit --------
        • Unit - Create 1 Wisp for (Owner of MICaster) at (Position of MICaster) facing (Position of (Triggering unit))
        • Unit - Set level of Dummy Impale of (Last Created Unit) to (Level of Massive Impale of (Casting Unit))
        • Set MassiveImpaler[5] = (Last created unit)
        • Unit - Turn collision for MassiveImpaler[5] Off
        • Unit - Order MassiveImpaler[5] to Undead Crypt Lord - Impale ((Position of MICaster) offset by 700.00 towards 180.00 degrees)
        • -------- 6th unit --------
        • Unit - Create 1 Wisp for (Owner of MICaster) at (Position of MICaster) facing (Position of (Triggering unit))
        • Unit - Set level of Dummy Impale of (Last Created Unit) to (Level of Massive Impale of (Casting Unit))
        • Set MassiveImpaler[6] = (Last created unit)
        • Unit - Turn collision for MassiveImpaler[6] Off
        • Unit - Order MassiveImpaler[6] to Undead Crypt Lord - Impale ((Position of MICaster) offset by 700.00 towards 225.00 degrees)
        • -------- 7th unit --------
        • Unit - Create 1 Wisp for (Owner of MICaster) at (Position of MICaster) facing (Position of (Triggering unit))
        • Unit - Set level of Dummy Impale of (Last Created Unit) to (Level of Massive Impale of (Casting Unit))
        • Set MassiveImpaler[7] = (Last created unit)
        • Unit - Turn collision for MassiveImpaler[7] Off
        • Unit - Order MassiveImpaler[7] to Undead Crypt Lord - Impale ((Position of MICaster) offset by 700.00 towards 270.00 degrees)
        • -------- 8th unit --------
        • Unit - Create 1 Wisp for (Owner of MICaster) at (Position of MICaster) facing (Position of (Triggering unit))
        • Unit - Set level of Dummy Impale of (Last Created Unit) to (Level of Massive Impale of (Casting Unit))
        • Set MassiveImpaler[8] = (Last created unit)
        • Unit - Turn collision for MassiveImpaler[8] Off
        • Unit - Order MassiveImpaler[8] to Undead Crypt Lord - Impale ((Position of MICaster) offset by 700.00 towards 315.00 degrees)
        • Unit - Add a 2.00 second Generic expiration timer to MassiveImpaler[1]
        • Unit - Add a 2.00 second Generic expiration timer to MassiveImpaler[2]
        • Unit - Add a 2.00 second Generic expiration timer to MassiveImpaler[3]
        • Unit - Add a 2.00 second Generic expiration timer to MassiveImpaler[4]
        • Unit - Add a 2.00 second Generic expiration timer to MassiveImpaler[5]
        • Unit - Add a 2.00 second Generic expiration timer to MassiveImpaler[6]
        • Unit - Add a 2.00 second Generic expiration timer to MassiveImpaler[7]
        • Unit - Add a 2.00 second Generic expiration timer to MassiveImpaler[8]
        • Wait 3.20 seconds
        • Unit - Turn collision for NovaCaster On
        • Animation - Play NovaCaster's stand animation
     
  3. X-Angel

    X-Angel

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    hey thanks man, but can you give this to me in a map template?
     
  4. DenZel94

    DenZel94

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    Okay I guess I can, just wait..

    EDIT: Here it is

    PS: It is untested, so if you manage to see an error, tell me...
     

    Attached Files:

    Last edited: Nov 5, 2007
  5. Eleandor

    Eleandor

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    it...

    doesn't do anything here...

    I just quicky made a new version (shorter trigger / no leaks / less variables).
     

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  6. Altazen

    Altazen

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    • ABC
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to yourAbility
      • Actions
        • Set PointCaster = (Position of (Triggering unit))
        • For each (Integer A) from 1 to 36, do (Actions)
          • Loop - Actions
            • Unit - Create 1 dummyUnit for (Owner of (Triggering unit)) at PointCaster facing Default building facing degrees
            • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
            • Set Point = (PointCaster offset by 100.00 towards ((Real((Integer A))) x 10.00) degrees)
            • Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave Point
            • Custom script: call RemoveLocation(udg_Point)
        • Custom script: call RemoveLocation(udg_PointCaster)


    Ghostwolf came up with this trigger, but with Shockwave instead of Impale. basically, you'll edit it so that:

    • ABC
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to yourAbility
      • Actions
        • Set PointTarget = (Target point of (Ability being cast))
        • For each (Integer A) from 1 to 36, do (Actions)
          • Loop - Actions
            • Unit - Create 1 dummyUnit for (Owner of (Triggering unit)) at PointTarget facing Default building facing degrees
            • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
            • Set Point = (PointCaster offset by 100.00 towards ((Real((Integer A))) x 10.00) degrees)
            • Unit - Order (Last created unit) to Undead Crypt Lord - Impale Point
            • Custom script: call RemoveLocation(udg_Point)
        • Custom script: call RemoveLocation(udg_PointCaster)


    To adjust the area of effect, you'll have to divide Impale's wave distance by 2.
     
  7. GhostWolf

    GhostWolf

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    DenZel94, you should learn a bit on how to use loops :wink:

    Read this Pwnzor kicking tutorial about loops and arrays written by me (nah actualy it sucks :xxd:).