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Custom Attack

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Level 15
Joined
Sep 27, 2009
Messages
669
Hi everyone i need to do this for my map:
-Hero has Attack abillity, like in Dark Invasion II ORPG (this is done).
-I need to do this:
[rainbow]-When hero starts an effect of Attack abillity, he plays attack animation and do 1x of Strength to 1 unit infront of him???????? (This i need).[/rainbow]

:goblin_jawdrop:
 
Level 37
Joined
Mar 6, 2006
Messages
9,240
Use channel as the base ability.

Set animation names to attack.
You can remove Art - caster and Art - Target
Follow through time is for how long it will display the animation, adjust it.
Set options to visible.
Target type - unit target.

  • Untitled Trigger 003
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Attack channel
    • Actions
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (Real((Strength of (Triggering unit) (Include bonuses)))) damage of attack type Spells and damage type Normal
With this there will be Animation - Cast point (unit property) dealy between starting the animation and damage point. The default is 0.5 seconds for many heroes.
 
Level 15
Joined
Sep 27, 2009
Messages
669
Use channel as the base ability.

Set animation names to attack.
You can remove Art - caster and Art - Target
Follow through time is for how long it will display the animation, adjust it.
Set options to visible.
Target type - unit target.

  • Untitled Trigger 003
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Attack channel
    • Actions
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (Real((Strength of (Triggering unit) (Include bonuses)))) damage of attack type Spells and damage type Normal
With this there will be Animation - Cast point (unit property) dealy between starting the animation and damage point. The default is 0.5 seconds for many heroes.

This attack system is based on instant cast, not on target :D, thanks anyway :D !
 
Level 9
Joined
Jan 3, 2010
Messages
359
you mean by this ?

  • Attack
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Attack <your custom abil*
    • Actions
      • Set point1 = (Position of (Triggering unit))
      • Set point2 = (point1 offset by 150.00 <the range of your attack* towards (Facing of (Triggering unit)) degrees)
      • Set group = (Units within 200.00 <here u can set the attack aoe* of point2 matching ((((Matching unit) belongs to an enemy of Player 1 (Red)) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True)))
      • Custom script: call RemoveLocation(udg_point1)
      • Custom script: call RemoveLocation(udg_point2)
      • Unit Group - Pick every unit in group and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Real((Strength of (Triggering unit) (Include bonuses)))) damage of attack type Hero and damage type Normal
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl <Just a special effect*
          • Special Effect - Destroy (Last created special effect)
      • Custom script: call DestroyGroup(udg_group)
the ability is based on channel, set the animation names to "attack".
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
There. Adjust the unit group pick range, and the ability's follow through time.

The spell damages enemy units that are alive. Doesn not filter out structures or magic immune units for example, you can change that also.

Wow, even the unit (attacking unit) is facing other place, the unit behind it, gets damaged, this is so... WEIRD.

EDIT:
After few more attempts, the system works perfectly =D
It seems kinda bugged at first 3 attempts, preloading ?
 
Level 15
Joined
Sep 27, 2009
Messages
669
you mean by this ?

  • Attack
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Attack <your custom abil*
    • Actions
      • Set point1 = (Position of (Triggering unit))
      • Set point2 = (point1 offset by 150.00 <the range of your attack* towards (Facing of (Triggering unit)) degrees)
      • Set group = (Units within 200.00 <here u can set the attack aoe* of point2 matching ((((Matching unit) belongs to an enemy of Player 1 (Red)) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True)))
      • Custom script: call RemoveLocation(udg_point1)
      • Custom script: call RemoveLocation(udg_point2)
      • Unit Group - Pick every unit in group and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Real((Strength of (Triggering unit) (Include bonuses)))) damage of attack type Hero and damage type Normal
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl <Just a special effect*
          • Special Effect - Destroy (Last created special effect)
      • Custom script: call DestroyGroup(udg_group)
the ability is based on channel, set the animation names to "attack".

Gonna try this !
 
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