• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Spell] Multiple shots (at angle?)

Status
Not open for further replies.
Level 3
Joined
Oct 7, 2010
Messages
30
This isn't exactly a spell, I want it to be a 'base attack', but I think the best way do do this would be by adding a passive spell to the unit.

I want to make an archer fire multiple shots at once, with 2 different abilities, one to fire 2 arrows and one to fire 3 arrows. And I want all shots to be fired at the same speed as each other, which will change over time because my hero's attack speed will drastically increase or decrease over the period of the game (this is the part that I think barrage will struggle with)

So, is there any way that I can make it so that whenever my hero attacks a second shot is sent out at the same time and in the same direction?



(p.s. The abilities will be given to different items that the hero can choose from to hold)
 
well you can always trigger the whole attacking thing...

but for that you will need:

A Damage detection system (to make things run much better)
A Projectile system (to have easily editable projectiles)

and since they are fired at the same speed, same time, same direction, they won't really be visible, you'll only notice them upon damage...
 
Level 3
Joined
Oct 7, 2010
Messages
30
well you can always trigger the whole attacking thing...

but for that you will need:

A Damage detection system (to make things run much better)
A Projectile system (to have easily editable projectiles)

and since they are fired at the same speed, same time, same direction, they won't really be visible, you'll only notice them upon damage...
I have damage detection, but nothing with projectiles yet.
What I meant is for them to fire in the same general direction, not exactly. Like for example with a 15 degree angle between them (basically I just don't want to to shoot backwards or to the side, because that would be weird)
 
well, its not really same direction because angle is part of direction... 15 degree east of north is not the same as north...

anyway, there are projectile systems out there... I personally use Berb's (on the jass section)... using custom projectile systems give you much much more control over your projectiles so I really suggest using one...
 
Level 3
Joined
Oct 7, 2010
Messages
30
well, its not really same direction because angle is part of direction... 15 degree east of north is not the same as north...

anyway, there are projectile systems out there... I personally use Berb's (on the jass section)... using custom projectile systems give you much much more control over your projectiles so I really suggest using one...
Yea, i didn't phrase that so well.
And I'll look into projectile systems more, thanks for your help
 

sentrywiz

S

sentrywiz

You can make your job easier by making multiple dummy units to cast Shockwaves, Carrion Swarm or any spell like that passes through multiple units, change their model to arrows/bullets whatever and have them being on cast on attack or spell cast.

This however is an easy solution, will not be very visually pleasant. The arrows/bullets will be stuck to the ground and will appear to "burrow" through it instead of fly in the air. Not only that but you can't even assign effects when enemies are hit, like blood splatter, some random particle effects etc. Lastly, the arrows/bullets will move to static values you give in the spells, and will always damage multiple enemies. Not very good if you want just a single enemy being hit by a single projectile.
[Difficulty: Relatively Easy, just browse standard make dummy cast spell triggers]

The second solution is to research projectiles using moving dummy units as projectiles themselves. This will give you maximum control, and you can do whatever you want with triggers -- but this will consume lot of your time just for one or two spells.
[Difficulty: Medium, it takes time to test and learn how to code this yourself]

The last choice is to use or make a jass script for the projectiles. You can simply implement it, but if you know jack from what it does, you'd need to spend hours if not days figuring out how it works so you can just modify simple values, let alone modify the entire code.
[Difficulty: Hard, unless you are jass-er and you know how projectiles work (in that case, you wouldn't be asking the question)]


Pick your poison though, its your choice.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,267
As for projectile detection I use phoenix fire to "kill" the projectiles. Very simple working solution but requires to put phoenix fire on units which targets only the projectiles (ward or air)

When I get home latet i can show you my system.
 
Status
Not open for further replies.
Top