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Help making spell in with gui

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Level 2
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Mar 8, 2009
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I am having trouble in the map I am helping to make.
What I am trying to do is set it up so that there is a spell that throws a smoke bomb using the missile from flying machine and make it thrown like a vial thing.

And it creates a couple of clouds to show up and gives 95% miss chance to everything in the smoke.
I usually can figure out simple things on my own but this is just getting on my nerves and really need some help with the triggering and the effects etc.
Also the maker of the map is dedicated to only using Gui
 
I am having trouble in the map I am helping to make.
What I am trying to do is set it up so that there is a spell that throws a smoke bomb using the missile from flying machine and make it thrown like a vial thing.

And it creates a couple of clouds to show up and gives 95% miss chance to everything in the smoke.
I usually can figure out simple things on my own but this is just getting on my nerves and really need some help with the triggering and the effects etc.
Also the maker of the map is dedicated to only using Gui

You can make it add an evasion ability to every one around the targeted point, and add all the units to a unit group, after so many seconds select all in the unit group and remove the ability, then remove the unit from the unit group.

Does that help?
 
Level 2
Joined
Mar 8, 2009
Messages
7
You can make it add an evasion ability to every one around the targeted point, and add all the units to a unit group, after so many seconds select all in the unit group and remove the ability, then remove the unit from the unit group.

Does that help?

Not really, I wasn't thinking about the evasion thing that does help.
Well Here is what I actually need to know what I need to use and what skills etc to give it
Base spell:
Dummy unit:
Triggers:
I know the models I will use though
 
Level 10
Joined
Oct 22, 2006
Messages
599
You can make a dummy spell that summons (Number of Smokes Created) dummy units that will cast the channeling "Smoke Cloud" and add expiration the (Number of Spell Duration + 5). That's the main thinking.

Base Spell: Any Spell that summons more than one unit [Recommended: Feral Spirit].

Dummy Unit: Will have the Smoke Spell and Locust ability. And of course every other value set to make it a real dummy.

Triggers: Can you make them by yourself from what I've said above? If not post here or PM me.
. . . . . . In case you're wondering where will the dummies cast the Smoke, try using random Offset.
 
Level 19
Joined
Feb 25, 2009
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2,004
Feral Spirit creates units only infront of the caster, thus it will only spam "clouds" in front of the dummy.

For the miss thingy you can always use the "Dragonhawk Rider" ability "Cloud Smoke" but disable the prevent of any attacks/spells and make the % of miss attacks 0.95.

At the end, use a the "Channel" ability for the cast or "Blizzard" which does nothing (no damage, and only 0.50 casting time), then create 3-4 small dummies with the "cloud" model and 1 dummy in the center which will cast the "Cloud Smoke" spell. Also I suggest you to remove the "Cloud Smoke" spell art, because, it may become laggy if its casted more than 1 time.
 
Level 4
Joined
Feb 23, 2009
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Alternative 1 :
I would make an ability based of Cluster Rockets (AoE indicator) with 1 missile and no damage with 0.01 seconds stun(put in the tooltip : "also ministuns for .01s.." it does make sense a smoke bomb ministuns) and make a dummy that channels "Cloud" and add expiration timer via trigger that lasts for [Your Spell Duration] + 1 second.

Alternative 2(No projectile art) :
Use 'Silence' as the base ability(make it lasts 0.01 seconds) then simply put a dummy to channel the 'Cloud' and add exp timer.

Alternative 3(No AoE indicator) :
Use 'Drunken Haze' as the base ability(make it lasts 0.01 seconds) then make a dummy to channel the 'Cloud' in the position of target unit. After that add the exp timer.
 
Level 7
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Nov 19, 2007
Messages
253
Use inferno skill select summoned unit dummy set duration make 0.01 sec stun and add aura or smt to dummy and with triggers make that aura to give evasion or smt like that.
 
Level 14
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make a DUMMY UNIT that gives bonus armor 0 in radius X
lets say 700

make that armor aura gives buff - DUMMY BUFFY
-click on model file>press shift + enter>type "_"
unit will have no model than

when your unit cast your ability create the DUMMY UNIT
-add expiring timer to dummy unit

EVENT-unit is attacked
CONDITIONS
-if attacked unit has a buff of type DUMMY BUFF
random integer between 100 and 1 greater than 5 (witch means there is a 95% to run this trigger)
ACTION
-order attacking unit to stop
 
Level 15
Joined
Aug 31, 2009
Messages
776
Alternative 3(No AoE indicator) :
Use 'Drunken Haze' as the base ability(make it lasts 0.01 seconds) then make a dummy to channel the 'Cloud' in the position of target unit. After that add the exp timer.

Better than Druken Haze is to use the Tinker's Pocket Factory as that ability targets a point rather than a unit. It also gives a projectile art also. I've used it in my map for an explosive gas grenade.

From that dummy spell, you can then use a (distance/speed = time) wait to roughly calculate the time needed for the bomb to hit the target point, and then spawn dummy units that channel the cloud ability on that point.

However, it won't give an AoE indicator, as discussed.

@ALiEN95: Telling a unit to stop as a result of attempting to attack is a very dangerous method. The reason being that it's possible for the trigger to run many many times over and very quickly - and ordering units that rapidly can cause huge lag. Additionally, it doesn't cause the unit to trigger its swing timer (i.e. It will instantly attack again without actually attacking and then missing) and so the unit will simply pause still for a few seconds, attack, then pause a little bit longer than its normal swing timer, then hit again. Rather than the desired swing(miss), pause swing(miss) pause swing(hit) etc.
 
Level 2
Joined
Mar 8, 2009
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Better than Druken Haze is to use the Tinker's Pocket Factory as that ability targets a point rather than a unit. It also gives a projectile art also. I've used it in my map for an explosive gas grenade.

From that dummy spell, you can then use a (distance/speed = time) wait to roughly calculate the time needed for the bomb to hit the target point, and then spawn dummy units that channel the cloud ability on that point.

However, it won't give an AoE indicator, as discussed.

So use pocket factory then change it to a dummy unit then change the unit it creates to a dummy unit that channels the cloud ability.....?
 
Level 15
Joined
Aug 31, 2009
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776
Yes basically you've got the idea there.
The unit summoned by pocket factory can be entirely ignored really (for example, make it summon nothing, and make it last for 0.01 seconds), and then use triggers to create a dummy unit at the target point, and that unit will channel cloud.
 
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