Making a Bladestorm with disabled collision

Level 3
Joined
Jun 6, 2024
Messages
12
Hi! I'm trying to create an ability that seems simple, but I'm having some problems in the process, and I would really appreciate some help.

The ability consists of the hero charging forward at maximum speed, dealing damage and stunning every unit he passes over. The hero becomes unstoppable and will continue running forward until the ability ends, but you can control the hero's direction, it just keeps going forward. I also need that while the ability is being cast, other abilities are disabled (like when Bladestorm is running). So basically is like a Bladestorm (it becomes unstoppable/magic immune, it disables other abilities, and deals AOE damage) that keeps moving the hero to where is facing (issuing an order to move to a point will change the facing to that point, so the player can control the hero, it just that it never stops), and it will no collide with other Units (like the Wind Walk effect), and it will stun units (this is the easiest part i think).

Since it has so much in common with Bladestorm i decided to based on it but I'm having problems with disabling the collision with other units.
  • Turning the collision off via triggers make the hero pass over structures and over cliffs. Dont want that.
  • I tried adding Wind Walk and casting it but that also dont work while casting bladestorm.

Any ideas of how to implement this? I'm really stuck.
 
Level 30
Joined
Aug 29, 2012
Messages
1,382
I know somebody asked a question about disabling collision some time ago but I can't remember if they found the answer, although I will suggest the same thing and try adding the Ghost (visible) ability, it has a field that might interest you and I'm sure it does something related to collision

1718296959003.png
 
Level 3
Joined
Jun 6, 2024
Messages
12
First of all thanks for reading my post. I tried with the Ghost ability too (I forgot to mention in the OP) but the thing is that it only works between units that have it, meaning both colliding units must have Ghost to disable the collision, but if i add Ghost to an entire cluster of units that are in the path of collision with the Hero then i will effectively disable collisions between those units and that would be an undesired effect.
 
Level 28
Joined
Dec 3, 2020
Messages
969
I know somebody asked a question about disabling collision some time ago but I can't remember if they found the answer, although I will suggest the same thing and try adding the Ghost (visible) ability, it has a field that might interest you and I'm sure it does something related to collision

View attachment 475844
Hmm, does this always make the unit invisibile?
I think it would be a cool idea if units such as the Banshee had it ONLY so they cannot get morphed :D
 
Level 24
Joined
Feb 27, 2019
Messages
833
I tried adding Wind Walk and casting it but that also dont work while casting bladestorm.
Bladestorm disables abilities. Read about it here if you want: SilenceEx - Everything you don't know about Silence.
Since then we got this new native that can silence and unsilence abilities at will.
  • Unit - For (Triggering unit), Ability Animate Dead, Disable ability: True, Hide UI: True
However the best way I know of how to remove collision is creating an item for the hero that is used when acquired, with a Wind Walk ability that has a higher transition time than duration.
I tried with the Ghost ability too (I forgot to mention in the OP) but the thing is that it only works between units that have it, meaning both colliding units must have Ghost to disable the collision, but if i add Ghost to an entire cluster of units that are in the path of collision with the Hero then i will effectively disable collisions between those units and that would be an undesired effect.
Sadly we havnt gotten the 3rd Ghost ability yet, to simply have the units own collision ignored.
 
Last edited:
Level 13
Joined
Feb 5, 2018
Messages
567
You should add pathing blockers to the areas where you don't walk passability. Then try adding the casting unit Crow Form and add a small amount of fly height via trigger animation. Somewhere between 25.00 - 50.00 should maybe do it?
 
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