1. Are you planning to upload your awesome spell or system to Hive? Please review the rules here.
    Dismiss Notice
  2. The long-awaited results for Concept Art Contest #11 have finally been released!
    Dismiss Notice
  3. Join Texturing Contest #30 now in a legendary battle of mythological creatures!
    Dismiss Notice
  4. The Aftermath has been revealed for the 19th Terraining Contest! Be sure to check out the Results and see what came out of it.
    Dismiss Notice
  5. Hivers united and created a bunch of 2v2 melee maps. Vote for the best in our Melee Mapping Contest #4 - Poll!
    Dismiss Notice
  6. Check out the Staff job openings thread.
    Dismiss Notice

Lightning Strike [Wind]

Submitted by Paladon
This bundle is marked as approved. It works and satisfies the submission rules.
I created this spell for the awesome project Spirit RPG.
___________________________________________________________________________
Lightning Strike
Calls down a powerful lightning from the sky to the targeted location. The lightning strikes the earth upon inpact, dealing 75/150/225 damage to all enemies in 200 AoE and knocking them back for a range of 100/200/300.

You´ll be surprised what´s possible with GUI.
Enjoy.

This spell uses my GUI Knockback System.
Further explanations are included (check the trigger editor).
!!!This spell doesn´t use importet models!!!

Keywords:
Lightning, Strike, Thunder, Electro, Wind, Air, Element, Spirit, Doom,
Contents

Lightning Strike (Map)

Reviews
Moderator
22:58, 19th Nov 2008 Hanky: Once again good work. The use of effects are really nice. The triggering seems to be very good that for it's GUI. The triggering is leakless and MUI. Also the tooltip fit the spell very well. All in all really good work...
  1. charlienguyen_1996

    charlienguyen_1996

    Joined:
    Apr 26, 2008
    Messages:
    3
    Resources:
    0
    Resources:
    0
    Hey it's me again. I guess I'd like another link. Thanks for the support. How do you use the pastebin? Wow, I ask alot of questions lol. By the way, forgot to say how cool this spell looks.
     
    Last edited: Dec 20, 2008
  2. Paladon

    Paladon

    Joined:
    Dec 6, 2007
    Messages:
    2,083
    Resources:
    42
    Icons:
    28
    Packs:
    2
    Spells:
    12
    Resources:
    42
    Okay, try this link.
    http://www.hiveworkshop.com/forums/pastebin.php?id=u3kbvs
     
  3. Assassin_Jo

    Assassin_Jo

    Joined:
    Oct 26, 2008
    Messages:
    10
    Resources:
    0
    Resources:
    0
    ok^^ i wanted to copy this spell in my map ... but it has so much values :D...it takes toooo much time :) now i know that u took much time to make this spell ;)
     
  4. Assassin_Jo

    Assassin_Jo

    Joined:
    Oct 26, 2008
    Messages:
    10
    Resources:
    0
    Resources:
    0
    veriables*
     
  5. Paladon

    Paladon

    Joined:
    Dec 6, 2007
    Messages:
    2,083
    Resources:
    42
    Icons:
    28
    Packs:
    2
    Spells:
    12
    Resources:
    42
    It did not take much time to make this spell. And its pretty easy to import all variables if you enable "Create unknown variables by pasting triggers" or however its called, you find it under File->Presettings->General.
     
  6. ronaldo

    ronaldo

    Joined:
    Sep 12, 2006
    Messages:
    31
    Resources:
    3
    Maps:
    3
    Resources:
    3
    Great, just great. Paladon Gui > most other ppl Jass. +rep.
     
  7. neruda

    neruda

    Joined:
    Dec 6, 2008
    Messages:
    9
    Resources:
    0
    Resources:
    0
    wow, good joob, you are the best paladon:thumbs_up::thumbs_up:
     
  8. constellcreate

    constellcreate

    Joined:
    Jul 2, 2008
    Messages:
    51
    Resources:
    0
    Resources:
    0
    Seriously Paladon, I am really impressed with your GUI skills. Great job!
     
  9. Fire and Ice

    Fire and Ice

    Joined:
    Mar 2, 2009
    Messages:
    233
    Resources:
    0
    Resources:
    0
    This took a long time to import but was well worth the effort. 5/5. I now spend sleepless nights wondering what happens if a spell ran both Paladon's knockback and telekinesis system triggers simultaneously...hmmm
     
  10. FranzFerenc

    FranzFerenc

    Joined:
    Jul 23, 2009
    Messages:
    11
    Resources:
    0
    Resources:
    0
    I love your creativity! :D
     
  11. Ungerbla

    Ungerbla

    Joined:
    Jan 8, 2009
    Messages:
    66
    Resources:
    0
    Resources:
    0
    Dibbs to have this on my map.

    5/5
     
  12. Maiaencore

    Maiaencore

    Joined:
    Sep 21, 2009
    Messages:
    10
    Resources:
    0
    Resources:
    0
    =] I`ll Use it and Give Credits

    Try to Use the Spell then quickly Press "S" (Stop)
    It`ll Run the Spell and Override the Triggers
    but wont use the abilities itself.
     
  13. Maximum_Evil

    Maximum_Evil

    Joined:
    Nov 28, 2009
    Messages:
    1,526
    Resources:
    4
    Maps:
    4
    Resources:
    4
    looks frking awesome dude, will sure try it!
     
  14. ExZon

    ExZon

    Joined:
    May 10, 2010
    Messages:
    6
    Resources:
    0
    Resources:
    0
    Great spell overall. Nice idea and awesome effects.

    But i found some rare bugs :eekani:
    - At test, three times in a row (Restart map) the trolls in the left corner resisted knockback
    - And sometimes units hit by the knockback (mostly melee) is unable to attack (or just don't ) for a few seconds after knockback (1 - 1.8 sec)

    Would be easy to fix, but if your knockback system is indeed bugged it would be a shame since your spells are awesome

    4/5 -1 for bugs // very MUI Good Job :thumbs_up:
     
  15. Dimitri

    Dimitri

    Joined:
    Jul 22, 2010
    Messages:
    63
    Resources:
    0
    Resources:
    0
    Very nice spell, but why all u do is relationed to knockbacks? I know u did all the triggers, they are super-awesome, but u need to create new things and new systems! knockback is getting old, and people dont really use it in real-games, cause knockback is too... OP, if u know what I mean, but GG triggers, 5/5 +rep
     
  16. RakEnRoL

    RakEnRoL

    Joined:
    Sep 2, 2011
    Messages:
    316
    Resources:
    0
    Resources:
    0
    Simple but great spell.

    Rating: 4/5
    The spell is simple and clean
    The special effects are well chosen
    It is a good spell for newbies to learn with
    It is MUI and Leakless
    Its a good spell
     
  17. gorillabull

    gorillabull

    Joined:
    Jul 17, 2011
    Messages:
    1,368
    Resources:
    2
    Spells:
    2
    Resources:
    2
    neat spell although it would be even better if the creeps where set on fire or something but i get the idea
     
  18. nafre

    nafre

    Joined:
    Oct 16, 2010
    Messages:
    189
    Resources:
    4
    Maps:
    4
    Resources:
    4
    Cool Spell. Im using it in my map.
     
  19. kellym0

    kellym0

    Joined:
    Nov 28, 2009
    Messages:
    817
    Resources:
    51
    Models:
    49
    Skins:
    1
    Tutorials:
    1
    Resources:
    51
    I for one am very pleased that this spell was created, with out it, i would have never figured out how to create lighting effects between dummys in the air and dummys on the ground without useing custom script, or having the dummys invisible, you just set them to .mdl and they dont show health bars? WTF

    this spells super useful, 8/10 i learned a fuck ton from this
     
  20. Solu9

    Solu9

    Joined:
    Jan 25, 2011
    Messages:
    2,171
    Resources:
    47
    Models:
    26
    Icons:
    16
    Skins:
    1
    Tools:
    1
    Maps:
    3
    Resources:
    47
    What a great spell! I have a question about it though. I have copied all the triggers, units and abilities needed for this to work, and it does indeed work.

    But I would like to use this system for an instant spell where enemies gets knocked back from the caster. I have tried changing the LS_TempPoint[2] to "triggering unit". It kinda works but the enemies will always get knocked south.

    So my question is: What do I need to change?

    Cheers.

    Edit:
    Right, so Im an idiot. Of course I needed to change something in the knockback system and NOT the spell trigger...
    I changed "Set KBA_StartingPosition = (Target point of ability being cast)" to "Set KBA_StartingPosition = (Position of (Triggering unit))"
    And yes, it works now :)
     
    Last edited: Oct 12, 2012