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[Spell] Locust

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Level 25
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Jul 10, 2006
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3,315
Make the locust a unit based on a hero (change all the stats so that it will act like a Locust normally would), and then set its primary attribute when it is summoned.
  • Events
    • Unit - unit is summoned
  • Conditions
    • Unit type of summoned unit is equal to Locust
  • Actions
    • Hero - set (summoned unit)'s strength to (strength of (summoning unit))
 
Level 6
Joined
Aug 4, 2012
Messages
193
i thought locust would attack itself? what i mean is how to make the damage based on the hero strength and do i need to make the locust hero? units doesn't have attributes
 
Level 33
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@ruler
You are modifying the dummy unit's attribute based from the Original (Hero) unit as if the dummy unit is a Hero-type unit which it should not be.

Only Hero can have attribute, therefore you must create a Hero-based dummy unit - which is not efficient (what happens if the dummy unit count is 10 ? GG dude).

You can try set the damage of the dummy unit to 1 ~ 1 (the minimum damage you can set for unit) and when it hits a unit (use Damage Detection System for this), link the dummy unit with the Original Hero Unit and damage the attacked unit based on the Hero current attribute(s) - depends on your calculation.
 
Level 33
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It requires import of a system to support "infinite" amount of adding damage to the unit.
You don't expect him to create 9012379237 add damage ability, would you ?

He can either import the BonusMod system (vJASS) or use my system (Custom Stats) which both does the same purpose but on different platform.

laserdemon, is your map is filled with custom abilities yet ?
If not, it's easy to implement my system into yours, else, you have to manually copy each item add damage ability to your map, one by one.
 
If ur gonna use the locust model, you can maybe set the damage point to a low value so that the attack is almost instant...

anyway, well at least it won't be abusable since it's a locust unit, so maybe it's fine, especially if its the locust unit (it doesn't have a really good attack animation anyway), but if ur using another model, then it will certainly look bad...
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
A Locust's attack delay is insignificant.
As I said if you use a model of non-none.mdx model, you're gonna have a bad time...
But if you use a dummy unit (that has no model at all), it's easy.

Let me demonstrate you with a map showing it's weird - even before the dummy land a hit, the damage occurs (that would kill the unit if its HP is low) and it will look weird because the dummy unit don't even hit that unit and it dies.

Test map worth a thousand words.

@TestMap
Now you see the locust abuse his "attack speed" and kills all Peasant in less than 3 seconds ?
Also, let's not talk about the "animation"... Pesant dies even before the claws reach their throat.

That is why you should use DDS.
 

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  • TestLocust.w3x
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Level 7
Joined
Jun 14, 2009
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235
i want the attack based on hero attributes?

Yes and to do that well (as in making it not look really bad), you're going to need to do some triggering. Many people have given good suggestions, what you would do is get the Hero's main attribute (If your hero is a Strength hero, then you would get the hero's strength, and have a trigger that detects when a locust deals damage to the unit.)

Another possible way would be to create a few abilities based off of the item ability that adds damage. When you use locusts, you add damage equal to the strength or whatever stat you want to the locusts and then they will deal the right amount of damage. In defskull's example, you have 3 abilities, each with 9 ability levels.

The first ability has 1,2,3,4,5,6,7,8,9 damage
The second has 10,20,30,40,50,60,60,70,80,90
The third has 100,200,300,400,500,600,700,800,900

This allows you to add damage anywhere between 1 and 999. If you wanted to add 593, you add 500, 90, and 3 to the unit.

You can also do this with multiples of 2 (2,4,8,16,32)
It sounds a little complicated, admittedly, defskull has a system in his sig that you can use.
 
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