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People were bothering me to make something new, So I cooked this up this morning during breakfast without dragging this little bit on lets get to the spell:
It's a target ground flashy (because I like that sort of thing) gravity sun explody thing which I made purely on aesthetic appeal and small size (for more use) contains a configuration for almost -everything- in the spell. tried and tested, tuned to look even more pretty. though a small warning: Enemies can get stuck in trees/rocks blah, but not much I can do about that without making things look a tad unrealistic and a bit ugly - so I won't.
The power of Helios forms infront of the caster generating a micro-sun which will travel slowly toward the target point, The sun drags enemies into it, upon reaching its destination the sun explodes dealing damage and throwing the enemy units back
Set HC_CurrentSunDistance[HC_Index] = (HC_CurrentSunDistance[HC_Index] + HC_SunSpeed)
-------- Explosion Control --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
HC_CurrentSunDistance[HC_Index] Greater than or equal to HC_Distance[HC_Index]
Then - Actions
Set HC_TempGroup = (Units within HC_ExplosionAOE of HC_TempPoint)
-------- Effected Units --------
Unit Group - Pick every unit in HC_TempGroup and do (Actions)
Loop - Actions
Set HC_TempUnit = (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(HC_TempUnit is A ground unit) Equal to HC_ConditionConfig[0]
(HC_TempUnit is A structure) Equal to HC_ConditionConfig[1]
(HC_TempUnit is Magic Immune) Equal to HC_ConditionConfig[2]
(HC_TempUnit belongs to an enemy of HC_OwningPlayer[HC_Index]) Equal to HC_ConditionConfig[3]
(HC_TempUnit is alive) Equal to HC_ConditionConfig[4]
(HC_TempUnit is paused) Equal to False
Then - Actions
Set HC_TempPoint2 = (Position of HC_TempUnit)
Unit - Cause HC_OriginalCaster[HC_Index] to damage HC_TempUnit, dealing HC_ExplosionDamage[HC_Index] damage of attack type Spells and damage type Normal
Set HC_MaxIndex = (HC_MaxIndex + 1)
Special Effect - Create a special effect attached to the origin of HC_TempUnit using HC_BurnSFX
Set HC_SpecialEffect[HC_MaxIndex] = (Last created special effect)
Set HC_CurrentAngle[HC_MaxIndex] = (Angle from HC_TempPoint to HC_TempPoint2)
Set HC_CurrentBlastDistance[HC_MaxIndex] = 0.00
Set HC_BlastDistance[HC_MaxIndex] = (HC_BlastDistanceBase / ((Distance between HC_TempPoint and HC_TempPoint2) x HC_BlastDistanceMultiplyer))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
HC_BlastDistance[HC_MaxIndex] Greater than HC_BlastCap
Then - Actions
Set HC_BlastDistance[HC_MaxIndex] = HC_BlastCap
Else - Actions
Set HC_MaxHeight[HC_MaxIndex] = (HC_BlastDistance[HC_MaxIndex] x HC_HeightMultiplyer)
Set HC_CurrentHeight[HC_MaxIndex] = (Current flying height of HC_TempUnit)
Set HC_StageID[HC_MaxIndex] = 4
Set HC_UnitIndex[HC_MaxIndex] = HC_TempUnit
-------- --------
Set HC_Aoe[HC_MaxIndex] = 0.00
Set HC_OriginalCaster[HC_MaxIndex] = HC_TempUnit
Set HC_OwningPlayer[HC_MaxIndex] = (Owner of HC_TempUnit)
Set HC_CurrentBlastDistance[HC_Index] = (HC_CurrentBlastDistance[HC_Index] + HC_BlastSpeed)
Set HC_CurrentHeight[HC_Index] = (((4.00 x HC_MaxHeight[HC_Index]) / HC_BlastDistance[HC_Index]) x ((HC_CurrentBlastDistance[HC_Index] / HC_BlastDistance[HC_Index]) x (HC_BlastDistance[HC_Index] - HC_CurrentBlastDistance[HC_Index])))
Animation - Change HC_UnitIndex[HC_Index] flying height to HC_CurrentHeight[HC_Index] at 0.00
-------- Unit Release --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
HC_CurrentHeight[HC_Index] Less than 0.00
Then - Actions
Special Effect - Destroy HC_SpecialEffect[HC_Index]
Unit - Unpause HC_UnitIndex[HC_Index]
Set HC_StageID[HC_Index] = HC_StageID[HC_MaxIndex]
Set HC_Aoe[HC_Index] = HC_Aoe[HC_MaxIndex]
Set HC_OriginalCaster[HC_Index] = HC_OriginalCaster[HC_MaxIndex]
Set HC_OwningPlayer[HC_Index] = HC_OwningPlayer[HC_MaxIndex]
Set HC_BlastDistance[HC_Index] = HC_BlastDistance[HC_MaxIndex]
Set HC_CurrentAngle[HC_Index] = HC_CurrentAngle[HC_MaxIndex]
Set HC_CurrentBlastDistance[HC_Index] = HC_CurrentBlastDistance[HC_MaxIndex]
Set HC_SpecialEffect[HC_Index] = HC_SpecialEffect[HC_MaxIndex]
Set HC_CurrentHeight[HC_Index] = HC_CurrentHeight[HC_MaxIndex]
Set HC_MaxHeight[HC_Index] = HC_MaxHeight[HC_MaxIndex]
Set HC_CurrentSunDistance[HC_Index] = HC_CurrentSunDistance[HC_MaxIndex]
Set HC_Core[HC_Index] = HC_Core[HC_MaxIndex]
Set HC_UnitIndex[HC_Index] = HC_UnitIndex[HC_MaxIndex]
Set HC_ExplosionDamage[HC_Index] = HC_ExplosionDamage[HC_MaxIndex]
Set HC_MagnetismStrength[HC_Index] = HC_MagnetismStrength[HC_MaxIndex]
Set HC_MaxIndex = (HC_MaxIndex - 1)
Set HC_Index = (HC_Index - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
HC_MaxIndex Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
Else - Actions
Helios Collision Dummy Removal
Events
Unit - A unit Dies
Conditions
Actions
Set HC_TempUnit = (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of HC_TempUnit) Equal to HC_DummyType
Then - Actions
Unit - Remove HC_TempUnit from the game
Else - Actions
-=V1.00=-
- Initial Upload
- Expect errors (I shall excuse myself for making mistakes since I haven't touched WE in a while and [insert suppliment excuses here]
-=NullUpdate=-
- Few more comments added to code (no other changes)
Credits to WILL THE ALMIGHTY for the Sun model (spell looks so much better with it)
Give credits to me if you use this spell in your map and Enjoy
Because Magtheridon asked me to add more comments to the script, so I did and showing such in the description and the code when downloaded requires an update
I tried your spell (and also chaos singularity) but I am having an issue.
With chaos singularity, when I cast the spell the obelisk does not appear, but later the lightning appears and the effect still works (damage and stun)
I have the same issue with this one, where the drag and the explosion work but no sun or any effect (except final explosion).
I think I know where the problem comes from, when I imported the models they are saved as .mdx but my unit editor can only set up .mdl as model files, so that is probbaly the problem, but I don't know how to make your .mdx files into .mdls so that my editor can use them
You don't need to modify the imported file path or do anything to model, the editor will automatically recognise it, consider the following: have you set up the triggers correctly? i.e. in the config is the dummy unit and the effect paths correct? if you copied the triggers -before- copying the dummy unit then it's likely that an error occured and the config is incorrect
Actually I copied the unit and spell before the trigger, but the config was still bugged (every time I import a spell this happens) and the unit and spell are not the right one anyway, I have to change them manually, but I have already done this, otherwise the spell wouldn't work right?
Well anyway I found the problem, for the dummies at the model line it was something like dummy.mdl and dummy1.mdl (yes, both spells used the same dummy so I had to replace one of them in the trigger and the imported file) and I just had to change the line from "custom --> dummy.mdl" to "imported --> war3mapimported\dummy.mdl"
Your spells are awesome man, I can't understand anything how they work but they're cool, keep up the good work
If the import instructions are followed correctly, there's no reason for it to not be working, If -no- enemies are being dragged but everything else works perfectly, then it's possible there was an error due to importing order, or somesuch occurence.
If there -is- no mistake on the importing method, then there's really nothing I can suggest, as it'll be the same as it was in the test map which works perfectly fine.
Try setting blast cap to 1-50 (or something equally small) Will more or less disable the knockback explosion (there'll be tiny knockback and effects but they'll stay within the AOE of the spell)
Tank-Commander, I like your spell very much!Can you please show me how to create a spell in which only the huge explosion in the end of the spell(The model file of the explosion is: Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl)is created on the target point of ability being cast and damages only enemy units also including trees , buildings , air units and even invulnerable units.And also, please show me how to adjust the radius of the explosion and how to create other special effects on invisible dummies and how to adjust the radius of the special effect. Please help me!
A tutorial would be able to teach you much more so than I would, not to mention the lack of time to do so. just look at some of the tutorials we have around - a few of those should be able to show youwhat you're looking for.
Thanks! If I may, I have one more question, how do you create the explosion only after the invisible dummy unit reaches its destination? How do you make the computer detect this?
By detecting the distance from the starting point to the end point, then constantly updating how far it's travelled, and when reaching it (distance travelled being greater than or equal to to max distance it will travel) detonate
It's a form of artifical wait, view the artificial wait tutorial for an example (just instead of it waiting for time, it waits for distance to be covered)
When I create an invisible dummy , create a special effect attached to the origin of the dummy , and change the size of the dummy , the special effect becomes more unreal , fake , edited , and the explosion looks more like a fire now . How do I change ONLY the radius/blast effect/length of the explosion without affecting its height or size?
Nice spell. But there is one problem I've noticed regarding configuration on units allowed as target.
(HC_TempUnit is Magic Immune) Equal to HC_ConditionConfig[2]
This for example, you cannot configure the spell so that both magic immune units and non-magic immune units can be allowed as targets. It only allows either of them but not both.
maybe you should do it like
Or - Any Condition is true
(HC_TempUnit is Magic Immune) Equal to false
(HC_TempUnit is Magic Immune) Equal to HC_ConditionConfig[2]
@KILLCIDE oh man im sorry i seem to have gotten lost in the code. Stage 1 was longer than i thought. if i may rephrase the question, why is data being recycled at stages 1 and 4? Wouldn't it be the same to recycle everything after stage 4? Why only do it at those stages?
I have a problem with the map :c I'm new and I don't know what the variables TempX and TempY mean, could someone help me all the credit to God who made this incredible ability : D
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