hello can some one pleass help my make the Arcane Missiles spell that functions like in WOW pleass help
(for both Hero and unit versions)
(for both Hero and unit versions)
looks great but maby a bit to complax for my becuas iant to also chang models of the missils and damge and mana costs still looks greatHere you go, hopefully you're on the latest version.
i am trying so set damege per level and i am gessing i am doing something wrong can you pleass help my ?Copy and paste the Ability and then the Triggers starting with the systems first and then the Arcane triggers afterwards since they rely on the systems. It'd be smart to put everything in one folder to make it easier. You can have multiple maps open in the editor at once and copied data will remain in your "clipboard" when switching between them. You can switch between different maps using the Window tab.
There is no (Triggering unit) since there isn't even an Event. Remember that an Event Response is a response to an Event so if the Event section is empty then it's very likely that you won't have access to Event Responses. It's like cause and effect, there is no effect without any cause.i am trying so set damege per level and i am gessing i am doing something wrong can you pleass help my ?
What else do you want to change about it? If you're still struggling with the damage per level thing - It's literally a 5 second fix. All you have to do is change (Triggering unit) to MissileSource, since that's the SOURCE of the Missile.to be honest its a bit to complax for my ,is there a way less complex or with triggers to have some of the same effect or at least something like in Maxwell map pack for the naga arcenist spells ?
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you mean in missil impact ? its origenely 20 × missile deta im not sure how to implement correctly ability level with missile deta any advice ?What else do you want to change about it? If you're still struggling with the damage per level thing - It's literally a 5 second fix. All you have to do is change (Triggering unit) to MissileSource, since that's the SOURCE of the Missile.
Like I said before, (Triggering unit) is an Event Response, and there is no Event in that trigger, so it doesn't make sense to use it. You had the right idea, but you're using a Missile SYSTEM, and custom systems like these often rely on Variables instead of Event Responses.
The system is rather easy to use once you learn what to focus on:
Step 1: You define a Missile -> Set Model, Speed, Position, Source (which unit launched the missile), Target (which unit is getting hit by the missile), etc...
Step 2: You create a trigger that runs when the Missile hits the Target. In this trigger you deal your damage and do any other effects. The variables you use here are the same variables that you used when you defined the Missile. The MissileSource and MissileTarget are the same units from before.
Step 3: You launch the Missile by running that last CreateMissile trigger. (I'm doing all of this for you already).
MissileData is the level of the ability. So I had it dealing (20 x 1/2/3/4/5) damage.you mean in missil impact ? its origenely 20 × missile deta im not sure how to implement correctly ability level with missile deta any advice ?
All you have to do is change (Triggering unit) to MissileSource
thx i think i am starting to get it nowMissileData is the level of the ability. So I had it dealing (20 x 1/2/3/4/5) damage.
MissileSource is the unit that launched the Missile.
I already explained to you that you need to use these Missile variables. There is no Event Response to be used in that trigger.
To quote myself, this is the fix in your picture:
With that information, you should be able to figure out how to change the damage to whatever you want.