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Earthquake that damages units

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Level 3
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Mar 25, 2008
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56
hi i need help making an earthquake that damages units.do i need a trigger or something? sorry relatively new at this and i dont think i found this type of qn in the search bar
 
Level 3
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Mar 25, 2008
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i tried that but cant.erm im sorry i dont know how to use JASS if you can teach me that be good..
 
Level 14
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Apr 21, 2007
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Jass? Why would you even need Jass for this?

This is really simple, all you need to do is open the Object Editor(F6) then go under Abilities, find the Earthquake(Orc->Hero), then simply edit Stats-Targets Allowed option by removing Structures and adding Enemy(if you want it to be enemy only).
 
Level 23
Joined
Nov 29, 2006
Messages
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Yes the awareness of that Earthquake is one of those abilities who doesnt can be changed by changing targets allowed.

What you can do is a dummy spell and a dummy unit

First create the dummy spell
The easiest way would be to use Permanent Immolation (note that it wont stack with any hero using Immolation in the Earthquake area)
-> Change the amount of damage/second
-> And your mostly done with that ability
-> (If you like another effect instead of fire, then modify the Immolation buff)

Then create the dummy unit and do following
-> Change the attack to none if it has any
-> Remove the unit shadows
-> Change the model file to .mdl
-> Remove all current abilitites, and add Invulnerable and add Permanent Immolation (the new one)
-> Also set collision size to 0, and transport size to 0 as well
-> Now your kind of done with the dummy unit

The final thing to do is to create a trigger to check when the Earthquake is cast.
We need 2 triggers, one for starting and one for stopping.
(my triggers will be based on the Far Seer, since he has the ability as basic)

  • Earthquake Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Far Seer
    • Actions
      • Set DummyPoint = (Target point of ability being cast)
      • Unit - Create 1 <Select the dummy here> for (Owner of (Casting unit)) at DummyPoint facing Default building facing degrees
      • Set DummyUnit = (Last created unit)
      • Custom script: call RemoveLocation( udg_DummyPoint )
  • Earthquake Stop
    • Events
      • Unit - A unit Finishes casting an ability
      • Unit - A unit Stops casting an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Far Seer
    • Actions
      • Unit - Remove DummyUnit from the game
      • Set DummyUnit = No unit
Hope that helps you ._.
/Regards
 
I think that the Flame strike works like quake (damage per second, but no slow)


Or make a trigger and a dummy caster that cast thunder clap or something to slow.
Make a silence with stats 0.01
thunder clap with mana cost 0
and a dummy unit( unit with no model attack, shadow,etc) and add thunder clap as his normal ability

  • Spell
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (your spell that does nothing, like silence with duration 0.01
    • Actions
      • Set CasterPoint = (targeted point of ability being cast)
      • Unit - Create 1 Dummy for (Triggering player) at CasterPoint facing Default building facing degrees
      • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
      • Unit - Set level of Thunder clap for (Last created unit) to (Level of (silence in this case) for (Triggering unit))
      • Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
      • Custom script: call RemoveLocation (udg_CasterPoint)
HF -BR-
 
Level 23
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Nov 29, 2006
Messages
2,482
-BerZeKeR-, you forgot one thing, and thats that Thunder Clap only slows the current units in the area... Not units which will enter aferwards

Edit: I saw that the both conditions in my trigger are incorrect:
Note it should be like this

  • Conditions
    • (Ability being cast) Equal to Earthquake
 
Level 3
Joined
Mar 25, 2008
Messages
56
Yes the awareness of that Earthquake is one of those abilities who doesnt can be changed by changing targets allowed.

What you can do is a dummy spell and a dummy unit

First create the dummy spell
The easiest way would be to use Permanent Immolation (note that it wont stack with any hero using Immolation in the Earthquake area)
-> Change the amount of damage/second
-> And your mostly done with that ability
-> (If you like another effect instead of fire, then modify the Immolation buff)

Then create the dummy unit and do following
-> Change the attack to none if it has any
-> Remove the unit shadows
-> Change the model file to .mdl
-> Remove all current abilitites, and add Invulnerable and add Permanent Immolation (the new one)
-> Also set collision size to 0, and transport size to 0 as well
-> Now your kind of done with the dummy unit

The final thing to do is to create a trigger to check when the Earthquake is cast.
We need 2 triggers, one for starting and one for stopping.
(my triggers will be based on the Far Seer, since he has the ability as basic)

  • Earthquake Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Far Seer
    • Actions
      • Set DummyPoint = (Target point of ability being cast)
      • Unit - Create 1 <Select the dummy here> for (Owner of (Casting unit)) at DummyPoint facing Default building facing degrees
      • Set DummyUnit = (Last created unit)
      • Custom script: call RemoveLocation( udg_DummyPoint )
  • Earthquake Stop
    • Events
      • Unit - A unit Finishes casting an ability
      • Unit - A unit Stops casting an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Far Seer
    • Actions
      • Unit - Remove DummyUnit from the game
      • Set DummyUnit = No unit
Hope that helps you ._.
/Regards

lets say i were to change the buff of immolation to a different name could it stack with immolation casted by another unit?
 
Level 23
Joined
Nov 29, 2006
Messages
2,482
Im not sure it would... but to be honest im not 100% either

You could always create the dummy ability based on Blizzard, and match it so it has the same damage/duration/area of effect etc (Duration and Cooldown shall be matched with the same Duration as Earthquake has)

I suggest you change the buffs there too, since otherwise it would rain down blizzards in the area, and thats not what we want.

Note, that you have to set mana cost to 0, and make sure the field "Stats-Hero ability" = false


In that case we just replace the Immolation to Blizzard of the dummy unit
I forgot to tell, but the movement speed of the dummy unit must be at least 1, since some spells doesnt work when its set to 0.

Now comes the fix in our trigger;
  • Earthquake Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Earthquake
    • Actions
      • Set DummyPoint = (Target point of ability being cast)
      • Unit - Create 1 <your dummy> for (Owner of (Casting unit)) at DummyPoint facing Default building facing degrees
      • Set DummyUnit = (Last created unit)
      • Unit - Order DummyUnit to Human Archmage - Blizzard DummyPoint
      • Custom script: call RemoveLocation( udg_DummyPoint )
The stopping trigger is exactly the same
 
Level 3
Joined
Mar 25, 2008
Messages
56
Im not sure it would... but to be honest im not 100% either

You could always create the dummy ability based on Blizzard, and match it so it has the same damage/duration/area of effect etc (Duration and Cooldown shall be matched with the same Duration as Earthquake has)

I suggest you change the buffs there too, since otherwise it would rain down blizzards in the area, and thats not what we want.

Note, that you have to set mana cost to 0, and make sure the field "Stats-Hero ability" = false


In that case we just replace the Immolation to Blizzard of the dummy unit
I forgot to tell, but the movement speed of the dummy unit must be at least 1, since some spells doesnt work when its set to 0.

Now comes the fix in our trigger;
  • Earthquake Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Earthquake
    • Actions
      • Set DummyPoint = (Target point of ability being cast)
      • Unit - Create 1 <your dummy> for (Owner of (Casting unit)) at DummyPoint facing Default building facing degrees
      • Set DummyUnit = (Last created unit)
      • Unit - Order DummyUnit to Human Archmage - Blizzard DummyPoint
      • Custom script: call RemoveLocation( udg_DummyPoint )
The stopping trigger is exactly the same

sorrry sorry for the next noob question but so how to i write the damage? do i write a trigger for arithmatic value or..
 
Level 14
Joined
Apr 21, 2007
Messages
1,465
You want to give -rep to one of the most helpful members here?! Thinking you can proves you did not read the FAQ, do so before joining any forum. This is a friendly community and you are not being nice so either leave or calm down :(

It is not his fault he does not know every single thing in the WE. GhostWolf, problem with earthquake is that it has a line that goes
Code:
Data-Damage per second done to buildings
and there is no other damage option.

As far as the trigger goes I believe Berzerek has the best solution, however I think that you could make an earthquake act like an earthquake, plus add a dummy unit with starfall at the center of the earthquake radius. Change the starfall missle and caster effects and lower the radius to the radius of your earthquake. I think that would work just fine :)
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
Actually, I'm almost sure you cannot remove the effect (that growing ring) from thunder clap, and really give me a break, why cast it tons of time instead of just using permanent immolation as adsf123 said.

As to you saying I'm trolling, knowing about the object editor is probably like the first thing that a person knows in the World Editor, and thus asking such a question is quite... not smart.
 
Actually, I'm almost sure you cannot remove the effect (that growing ring) from thunder clap, and really give me a break, why cast it tons of time instead of just using permanent immolation as adsf123 said.

When dummy cast it there is no effect... and to cast it 5x it slows the units after they enter the targeted point for 5 seconds(that would work as quake), and immolation would only do damage(no slow).
Wolf i hope you understand.

HF -BR-
 
Level 14
Joined
Apr 21, 2007
Messages
1,465
Why not combine the quake and immolate? Just make a dummy unit where the ability(the earthquake) is being targeted and then make him perma immolate. That would still give the earthquake effect and do damage.
 
Level 23
Joined
Nov 29, 2006
Messages
2,482
Actually, I'm almost sure you cannot remove the effect (that growing ring) from thunder clap, and really give me a break, why cast it tons of time instead of just using permanent immolation as adsf123 said.

Humph... it was I who said it...

And yes, combining immolation with earthquake is working perectly, though it would not stack with units having immolation trying to damage units in that quake area. So I gave him the other opportunity, to use blizzard and earthquake combined together...

And yes, Earthquake does slow normal units, that is where "Targets Allowed" is used (i think)
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
Actually, I'm almost sure you cannot remove the effect (that growing ring) from thunder clap, and really give me a break, why cast it tons of time instead of just using permanent immolation as adsf123 said.

Humph... it was I who said it...

Sorry didn't notice.

And just trigger it and be done with it. Blizzard spells suck anyway.
 
Level 4
Joined
Jul 23, 2007
Messages
129
Ghostwolf, chill. Adsf123 has 12 total posts, so he obviously hasn't been around here for long, unlike you with your 1,738 posts. Just becasue something seems obvious to you, does not mean it is obvious to everyone else. Your response was too harsh.
 
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