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dodgeable projectiles

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Level 2
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May 11, 2007
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hey does any1 here have a tutorial map for making projectiles dodgeable? ive never been able to figure out how to do that and id be rly greatfull if some1 could make one or has one:thumbs_up: :infl_thumbs_up: :coolgrunt:
 
some help:

just make the projectile as a unit from the object editor

Then
1) give the unit locust ability
2) remove shadows
3) add a customized immolation (or you can make a trigger that deals the damage as well)
4) remove food cost
5) change the model to the preferred projectile model
5) set the flying height to 80 (or something)

Then you just make a trigger which will move those units every 0.02 seconds some distance towards the facing angle of that unit

I hope that helps
 
Level 2
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kinda...but idk how to import into map or make it so when it hits somthing if its a unit, damage it but if its not, it dies. not very expierienced with that stuff:eekani:
 
Level 10
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Mar 30, 2007
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....You dont need anything complicated.

Just go to object editor, lets say its an archers arrow you want to dodge, Just lower the projectile speed, and UN-CHECK the box that says Homing Projectile.

There you go... Now the archer attacks the footman, make the footman move away.

Tadaah....
 
....You dont need anything complicated.

Just go to object editor, lets say its an archers arrow you want to dodge, Just lower the projectile speed, and UN-CHECK the box that says Homing Projectile.

There you go... Now the archer attacks the footman, make the footman move away.

Tadaah....

Well yeah, but if the footman moves towards the archer, the archer will shoot THROUGH the footman without damaging it.
This is the easiest way, but the way I mentioned is more realistic.
 
Level 13
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Something I found that is very easy is just to make an ability based off carrion swarm, then change the projectile model. You could even write a trigger if you wanted, so that every time a unit attacks, a dummy unit appears and casts carrion swarm in the direction of the attacking unit etc. It just depends on how complicated you want to get and how precise the attack needs to be etc.
If you want the projectile to disappear after it hits a unit then you should do like kitabatake said and create a unit that moves in the facing direction of the casting unit.
What exactly do you mean by "dogable projectiles"? Because in a sense, everyone who has responded has a correct answer, but they are all talking about different things.
 
When you say one like in elimination, do you then mean a perfect one which even travels correctly through terrain level? If so, then you would have to use Infrane's particle system(which is not easy to use if you aren't experienced with jass).
But if you just mean that you shoot a projectile, whenever it hits something, damage the target and remove the projectile then it is much more simple.
It does require Advanced GUI Knowledge though. (Sry, can't make something for you right now as i don't have time)
 
Level 2
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May 11, 2007
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When you say one like in elimination, do you then mean a perfect one which even travels correctly through terrain level? If so, then you would have to use Infrane's particle system(which is not easy to use if you aren't experienced with jass).
But if you just mean that you shoot a projectile, whenever it hits something, damage the target and remove the projectile then it is much more simple.
It does require Advanced GUI Knowledge though. (Sry, can't make something for you right now as i don't have time)

diablo i love you :eek: in a non homosexual way. were would i find the system?
 
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:grin: rofl im sure u r. im glad 2 XD
and yes i did find it, searched on thehelper for elimination tournament and it pointed me out to wc3campains. ur rite very...very...confusing. found a few tutorials and i wuz gonna try it out after school
 
Through? What about, OVER.
Well if the projectile arc is big enough, but then it would be some kind of a bomb or rock, but not an arrow or gunshot projectile.

Something I found that is very easy is just to make an ability based off carrion swarm, then change the projectile model.
You need to have a custom projectile model, unless you want the projectile to be one half above and another half under the ground. Also the carrior swarm can kill many units in a line, which is not always a desired effect

When you say one like in elimination, do you then mean a perfect one which even travels correctly through terrain level? If so, then you would have to use Infrane's particle system(which is not easy to use if you aren't experienced with jass).
I have never heard of that one.. (mostly because I make my systems by myself)

But if you just mean that you shoot a projectile, whenever it hits something, damage the target and remove the projectile then it is much more simple.
It does require Advanced GUI Knowledge though. (Sry, can't make something for you right now as i don't have time)
Yeah that's what I was trying to explain in my previous post
 
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