I usually use Acid Bomb for grenade spells, though I'm not sure if its exactly what you're looking for.I want to make a kind of grenade spell, with an missile arc, and it hits an area, leave a poison cloud. But i can't find a matching spell in the game to base mine on it.
Any idea?
thanks !
And you trigger a area of dmg / special effect after that i guessI usually use Acid Bomb for grenade spells, though I'm not sure if its exactly what you're looking for.
I can't target the GROUND with this method, even with "Ground" in target allowed, i tryed many combinaisons but it doesnt workI usually use Acid Bomb for grenade spells, though I'm not sure if its exactly what you're looking for.
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)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.
In my experience, it's a "yes" most of the time.Another question, if i do a dummy ability for the unit, but i removed all the dmgs, do the AI will still use it.
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.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)
YepIn 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.
You can change the topic to Solved.Problem Solved ! Thanks everybody !
(the issue was that i put 0sec on flamestrike delay...)
Thread can be deleted