- Joined
- Oct 28, 2019
- Messages
- 536
Hi everyone, I'm building a Frost Mage character. I've already implemented Frost Bolt and Frost Arrow, and they’re working fine. Now, I’m trying to create a Frozen Orb (similar to the one in Diablo 2).
The logic is as follows: The mage casts a main Frozen Orb that travels forward, firing Frost Arrows in all directions as it moves. I'm using a missile/projectile system to handle collisions and physics. I’m also using a key-input system to trigger specific events.
Thanks for the help!"
The logic is as follows: The mage casts a main Frozen Orb that travels forward, firing Frost Arrows in all directions as it moves. I'm using a missile/projectile system to handle collisions and physics. I’m also using a key-input system to trigger specific events.
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MissileJainaButtonR
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Events
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Unit - A unit owned by Player 1 (Red) Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Ice Orb
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Actions
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Trigger - Run Missile Configurate <gen> (ignoring conditions)
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Set VariableSet Missile__TempLoc = ((Target point of ability being cast) offset by 500.00 towards (Facing of HeroVariableP1) degrees.)
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Set VariableSet Missile__Source = (Casting unit)
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Set VariableSet Missile__Owner = Player 1 (Red)
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Set VariableSet Missile__Origin = (Position of Missile__Source)
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Set VariableSet Missile__Impact = ((Target point of ability being cast) offset by 500.00 towards (Facing of HeroVariableP1) degrees.)
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Set VariableSet Missile__ImpactZ = 100.00
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Set VariableSet Missile__OriginZ = 100.00
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Set VariableSet Missile__Speed = 800.00
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Set VariableSet Missile__Collision = 50.00
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Set VariableSet Missile__Arc = 0.00
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Set VariableSet Missile__Damage = (Real(IntegerIntelligenceJaina))
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Set VariableSet Missile__Model = Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
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Set VariableSet Missile__OnCollideUnit = Missile Collision Unit Jaina QButton <gen>
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Set VariableSet Missile__OnCollideDestructable = Missile Collision Tree <gen>
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Trigger - Run Missile <gen> (ignoring conditions)
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Custom script: call RemoveLocation(udg_Missile__TempLoc)
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CREATE UNITS
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Events
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Time - Every 0.20 seconds of game time
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Conditions
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Actions
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Set VariableSet Angle = (Random real number between 0.00 and 360.00)
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Unit - Create 1 Wisp for Player 1 (Red) at (Position of Missile_Dummy[1]) facing Default building facing degrees
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Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
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Unit - Order (Last created unit) to Orc Far Seer - Far Sight ((Position of Missile_Dummy[1]) offset by 500.00 towards (Angle + 100.00) degrees.)
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Thanks for the help!"


