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Custom Spell, Tsunami

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Tsunami based off Stampede from Beastmaster. Replacing the dinosaur with crushing wave and whenever the enemy unit is hit by the crushing wave it get knockback. How do i do it?
 
Level 12
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  • Events
    • Game - DamageEvent becomes Equal to 1.00
  • Conditions
    • Unit-type of (DamageEventSource) Equal to Your Dummy
  • Actions
    • Set Angle = (Angle between (DamageSource) and (DamagedUnit))
    • Set Distance = .... (the distance you want the unit to be knockbacked)
    • Set tempPoint = (Position of (DamagedUnit))
    • Set tempPoint2 = (tempPoint offset by Distance towards Angle degrees)
    • Unit - Move (DamagedUnit) instantly to tempPoint2
    • Custom script : call RemoveLocation (udg_tempPoint)
    • Custom script : call RemoveLocation (udg_tempPoint2)
    • Trigger - Turn off (this trigger)
    • Unit - Cause (DamageSource) to damage (DamagedUnit) bla bla bla...
    • Special Effect - Create special effect at origin of (DamagedUnit) using blood bla bla bla...
    • Special Effect - Destroy (Last created special effect)
    • Unit - Add a 0.01 seconds Generic expiration timer to (DamageSource)
    • Trigger - Turn on (this trigger)
something like that.
 
Last edited:
Level 3
Joined
Nov 8, 2009
Messages
46
  • Events
    • Game - DamageEvent becomes Equal to 1.00
  • Conditions
    • Unit-type of (DamageEventSource) Equal to Your Dummy
  • Actions
    • Set Angle = (Angle between (DamageSource) and (DamagedUnit))
    • Set Distance = .... (the distance you want the unit to be knockbacked)
    • Set tempPoint = (Position of (DamagedUnit))
    • Set tempPoint2 = (tempPoint offset by Distance towards Angle degrees)
    • Unit - Move (DamagedUnit) instantly to tempPoint2
    • Custom script : call RemoveLocation (udg_tempPoint)
    • Custom script : call RemoveLocation (udg_tempPoint2)
    • Trigger - Turn off (this trigger)
    • Unit - Cause (DamageSource) to damage (DamagedUnit) bla bla bla...
    • Special Effect - Create special effect at origin of (DamagedUnit) using blood bla bla bla...
    • Special Effect - Destroy (Last created special effect)
    • Unit - Add a 0.01 seconds Generic expiration timer to (DamageSource)
    • Trigger - Turn on (this trigger)
something like that.

I dont need to Unit - Cause (DamageSource) to damage (DamagedUnit) bla bla bla... because my dummy unit casted Stampade and it will deal damage. So i dont need this?
 
Level 12
Joined
Sep 11, 2011
Messages
1,176
I dont need to Unit - Cause (DamageSource) to damage (DamagedUnit) bla bla bla... because my dummy unit casted Stampade and it will deal damage. So i dont need this?

oh yes, you don't need that if the stampede is . i'm sorry i didn't notice the post well. i'm just passing by.

Do I need to copy the trigger folder test 1?

no, you don't have to. it's just for testing purpose to show the user an example of how to do the things.
 
Level 3
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Nov 8, 2009
Messages
46
Btw, when i double click my map it will open Warcraft 3 World Editor but it didnt open my map. How do i solve this?
 
Level 12
Joined
Sep 11, 2011
Messages
1,176
When i cast the enemy unit instantly move they didnt get "dragged"

don't quadruple-post ! Edit your last post instead.

rulerofiron already told you that you need to make a completely custom stampede spell, it meant that you need to create a dummy when the hero cast an ability, then order the dummy to cast stampede.

I turned off the trigger because i want to deal trigger damage. if i don't turn them off, the trigger damage will trigger these trigger all over again and might cause crash.

of course it wouldn't look like it will get dragged because the trigger will only run once every time the unit is attacked by the stampede, try to decrease the distance the unit will be knockbacked and i think it should do fine.
 
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