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[Spell] Knock-IN effect, Pull-IN [GUI]

Discussion in 'World Editor Help Zone' started by Krakenn99, Aug 1, 2018.

  1. Krakenn99

    Krakenn99

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    I know how to make a knockback effect for a spell: angle between point 1 and point 2

    But how do you make the knockIN effect, like a blackhole, the opposite of a knockback?
     
  2. Chaosy

    Chaosy

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    Simply use the knockback.
    use point 2 to point 1 instead
     
  3. Krakenn99

    Krakenn99

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    @Chaosy for some strange reason the units start to swirl outwards as if they're making a tornado?
    • Nether Pull Loop 2
      • Events
        • Time - Every 0.03 seconds of game time
      • Conditions
      • Actions
        • Unit Group - Pick every unit in NPGroup and do (Actions)
          • Loop - Actions
            • Set NPUnitPoint[2] = (Position of (Picked unit))
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Distance between NPCastPoint and NPUnitPoint[2]) Greater than or equal to 50.00
              • Then - Actions
                • Set NPUnitPoint[3] = (NPUnitPoint[2] offset by 15.00 towards (Distance between NPUnitPoint[2] and NPCastPoint) degrees)
                • Unit - Turn collision for (Picked unit) Off
                • Unit - Move (Picked unit) instantly to NPUnitPoint[3]
                • Custom script: call RemoveLocation(udg_NPUnitPoint[2])
                • Custom script: call RemoveLocation(udg_NPUnitPoint[3])
              • Else - Actions
                • Unit - Turn collision for (Picked unit) On
                • Unit Group - Remove (Picked unit) from NPGroup
                • Custom script: call RemoveLocation(udg_NPUnitPoint[2])
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Number of units in NPGroup) Less than or equal to 0
          • Then - Actions
            • Custom script: call RemoveLocation(udg_NPCastPoint)
            • Custom script: call RemoveLocation(udg_NPUnitPoint[2])
            • Custom script: call RemoveLocation(udg_NPUnitPoint[3])
            • Custom script: call DestroyGroup(udg_NPGroup)
            • Trigger - Turn off (This trigger)
          • Else - Actions
     
  4. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    Might want to check your logic for that... The angle they are being moved at is based on the distance of them from the caster. This almost certainly is not what you want.

    You probably meant angle between points, and not distance between points.
     
  5. Chaosy

    Chaosy

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    (Distance between NPUnitPoint[2] and NPCastPoint)

    correct this to angle between points instead of distance between points

    edit: damn too late
     
  6. Krakenn99

    Krakenn99

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    I am an idiot, I always miss dumb mistakes like that, thank you for pointing it out @Dr Super Good and @Chaosy!