• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

Attack Once

Status
Not open for further replies.
Level 14
Joined
Oct 28, 2019
Messages
536
Im trying making a RPG diablo style with a footman that if press Q it attack once.

What I´ve planned:

1)The Hero dont have any attack
2)Mark> you mark the target with X and a arrow appears up his head
3)Forked Lighting> If you press Q the hero cast forked lighting in enemy, but the effect is a sword attack and the damage is "strenght points"
A similiar system is used to "block" ability

4) need ideas that how this can be better or improved ;)

Other thing how can I appear the life/mana bars of units over his heads when they are near the hero
 
I don't know exactly how it works in diablo, but in many games that don't have auto attacking and you have to manually press a button for each attack - it usually isn't target specific. For something like that an AOE triggered attack makes more sense.

so after you press q or whatever it triggers an attack animation, and under the hood "casts a spell" that deals damage to units in a cone in front of the attacking unit.

I would try something like that (unless I greatly misunderstood your vision).
 
I did something along those lines in: Mecha Protectors
What I did was having a fully triggered input handling and mouse tracking (with camera locked on hero).
So when clicking Q, I called some jass that ran some code, firing a Relativistic Missiles [vJASS][LUA][GUI] projectile, with some animations running etc. I tracked cooldowns and the hero-state myself (deselecting the unit while in-animation, but I had custom UI so it wasn't noticeable).
You can see the CustomSystems/HeroController-trigger for code for the system and Hero/HeroAbilities for the attacks/abilities. (Hero/Interaction for how I handled interacting with doors etc.)

I managed to get it to feel decently good imo (although I should've added more attacks etc.) and I had full control do to awesome stuff (custom cooldown management and tweak all parameters) but it came with some complexity.
I made it so when you clicked one ability while doing one already, it queued it up. Some abilities allowed the next one to start before it was 100% done (the dash allowed attacks before it was 100% finished). This improved how it felt greatly!

Note that this took quite some time, but I'm proud of what I did (although I have not had inspiration to come back to the project since a few initial bug-fixes).
 
Status
Not open for further replies.
Back
Top