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[Solved] Base spell for a missile which hit an area / Grenade

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Cluster Rockets is a good base, one of the drawbacks is that projectiles always hit the ground at the same speed (roughly 0.7 seconds), regardless of what speed you imput in the spell. That means that the projectile will travel extremely fast if you target a far away point, or conversely, bizarrely slow when targeted near the caster

What I usually do is base it on Channel and order a dummy caster with a siege-type attack to attack the ground once at the target point, then you can easily calculate the impact (distance between caster and target divided by projectile speed) to trigger accurately the effects you want
 
A niche one, but Pocket Factory can work too.

Set the grenade in Missile - Art, and the summoned unit to be a Dummy with 0.1s duration. Make an ability based on Spawn Hydra to spawn a Disease Cloud upon dying, and add to the Pocket Factory. Or you can also set up a Dummy with an artillery attack to use Disease Cloud (Meat Wagon).

The damage component can be rigged via trigger, or with AoE explode upon dying.

Although, if you want A.I to also use it, then just try to rig Cluster Rockets.
 
A niche one, but Pocket Factory can work too.

Set the grenade in Missile - Art, and the summoned unit to be a Dummy with 0.1s duration. Make an ability based on Spawn Hydra to spawn a Disease Cloud upon dying, and add to the Pocket Factory. Or you can also set up a Dummy with an artillery attack to use Disease Cloud (Meat Wagon).

The damage component can be rigged via trigger, or with AoE explode upon dying.

Although, if you want A.I to also use it, then just try to rig Cluster Rockets.
Hmmm it's a great idea... if i fail, i'll use this idea (but for now i'm messing with a demolisher dummy to attack ground to make the grenade missile xD)
Another question, if i do a dummy ability for the unit, but i removed all the dmgs, do the AI will still use it.
For now, i based it on the firestrike.
 
Another question, if i do a dummy ability for the unit, but i removed all the dmgs, do the AI will still use it.
In my experience, it's a "yes" most of the time.

For example, I use a triggered Holy Light with 0 on Heal Amount, but my A.I controlled Heroes still use it on the right targets, being low-health allies that are taking damage.

Hmmm it's a great idea... if i fail, i'll use this idea (but for now i'm messing with a demolisher dummy to attack ground to make the grenade missile xD)
Remember to set the Attack Interval a bit higher than the Timed Life so it won't fire twice, and to set Animation Backswing and Damage Point to 0 so it won't be janky.
 
In my experience, it's a "yes" most of the time.

For example, I use a triggered Holy Light with 0 on Heal Amount, but my A.I controlled Heroes still use it on the right targets, being low-health allies that are taking damage.


Remember to set the Attack Interval a bit higher than the Timed Life so it won't fire twice, and to set Animation Backswing and Damage Point to 0 so it won't be janky.
Yep
But i have another problem that i DO NOT UNDERSTAND
My dummy causes lags when units go through him just by existing... But only when i spawn him with triggers, IT MAKES NO SENSE

Here, alrdy placed on the map (replaced with alchemist to see it for now) its ok : no lag
1689326669849.png




But when i use triggers like that :
(don't look at the disabled ones, i removed the demolisher dummy, to find the problem... which i didnt)
IT LAGS A LOOOOOOOOOOOOOT
How??
1689326657902.png
 
That's weird. My dummy triggers are pretty much the same, without the Turn collision off part, since I already set it in the unit themselves, and so far it only causes lag if the map itself already has a megaton of units.

Well, guess you'll have to wait for others. This is beyond my scope of ability.
 
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