- Joined
- Nov 5, 2008
- Messages
- 536
Hi!
I thought about use Serpent Ward to create a dummy-unit at a location.
When Serpent ward is casted a dummy-missile is created at the caster.
The dummy-missile moves to the serpent-ward-dummy-unit and when it reaches it's target it explodes.
The caster can not move. The serpent ward dummy-unit does not move.
The only thing that moves is the "dummy-missile"
How do I do to make such a spell?
{EDIT}
A caster casts "Serpent ward Spell" and places a dummyserpent on the ground.
When the dummy-serpent is created, a Dummymissile is spawned at the location of the caster and moves to the position of the DummySerpent Ward.
So far, everything works fine. But how do I do to make the DummyMissile explode when it reaches it's target?
I thought about use Serpent Ward to create a dummy-unit at a location.
When Serpent ward is casted a dummy-missile is created at the caster.
The dummy-missile moves to the serpent-ward-dummy-unit and when it reaches it's target it explodes.
The caster can not move. The serpent ward dummy-unit does not move.
The only thing that moves is the "dummy-missile"
How do I do to make such a spell?
{EDIT}
A caster casts "Serpent ward Spell" and places a dummyserpent on the ground.
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MissileTargetLocation
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Events
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Unit - A unit enters (Current camera bounds)
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Conditions
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(Unit-type of (Triggering unit)) Equal to Dummy Serpent (Level 1)
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Actions
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Set DummySerpent = (Position of (Triggering unit))
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MissileMove
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Events
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Unit - A unit Finishes casting an ability
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Conditions
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(Ability being cast) Equal to Dummyserpent
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Actions
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Unit - Create 1 Missile Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
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Set DummyMissile = (Last created unit)
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Wait 0.10 seconds
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Unit - Order DummyMissile to Move To DummySerpent
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