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My Map's spell needs

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Level 12
Joined
May 4, 2008
Messages
1,111
Hello! :D

Here is a list of the spells i need (i will put the name of the ones done in green once i see them)

1. Dash/counter tackle

Makes the attacker rush into the targeted unit (within body-rage so about 150-200 range) and stop right on unit to go back to original spot. (Always face same spot) / same thing for counter tackle so do not worry :D

Something like this for the 1st one perhaps?

  • Dash Tackle
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dash Tackle
    • Actions
      • Set Caster[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
      • Set Target[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
      • Set Caster_Loc[(Player number of (Owner of (Triggering unit)))] = (Position of Caster[(Player number of (Owner of (Triggering unit)))])
      • Set Target_Loc[(Player number of (Owner of (Triggering unit)))] = (Position of Target[(Player number of (Owner of (Triggering unit)))])
      • Set Angle[(Player number of (Owner of (Triggering unit)))] = (Angle from Caster_Loc[(Player number of (Owner of (Triggering unit)))] to Target_Loc[(Player number of (Owner of (Triggering unit)))])
      • Selection - Remove Caster[(Player number of (Owner of (Triggering unit)))] from selection
      • Unit - Move Caster[(Player number of (Owner of (Triggering unit)))] instantly to Target_Loc[(Player number of (Owner of (Triggering unit)))], facing Angle[(Player number of (Owner of (Triggering unit)))] degrees
      • Unit - Cause Caster[(Player number of (Owner of (Triggering unit)))] to damage Target[(Player number of (Owner of (Triggering unit)))], dealing 500.00 damage of attack type Spells and damage type Normal
      • -------- ^Your effect of choice --------
      • Wait 0.10 seconds
      • Unit - Move Caster[(Player number of (Owner of (Triggering unit)))] instantly to Caster_Loc[(Player number of (Owner of (Triggering unit)))], facing Angle[(Player number of (Owner of (Triggering unit)))] degrees
      • -------- call RemoveLocation (udg_Caster_Loc) --------
      • -------- call RemoveLocation (udg_Target_Loc) --------


2. Water Walk.

This will make the person able to walk over water.

<if posible to have a better one Thanks but this one is good :D>

  • Events
    • Unit - A Unit acquires an item
  • Conditions
    • item being manipulated equal to *your item*
  • Actions
    • Add crow form to (triggering unit)
    • Remove crow form from (triggering unit)
    • Animation - change (triggering unit) flying height to 50 at 100
  • Events
    • Unit loses an item
  • Conditions
    • item being manipulated equal to *your item*
  • Actions
    • Animation - change (triggering unit) flying height to 0 at 100
this is what i'd do..

Thank Squiggy


Will add more skills once i find others i have trouble with
 
Last edited:
Level 12
Joined
May 4, 2008
Messages
1,111
im sorry if im noob... but...
crow form trick?
and yes. its a item u pickup and then u can walk over water
when u drop it or store it away u stop walking on water. i tryed making it amphibious and blocking the way until he comes neer but then ppl could go if they stuck to him.
 
Level 4
Joined
Jun 7, 2008
Messages
37
Something like this for the 1st one perhaps?

  • Dash Tackle
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dash Tackle
    • Actions
      • Set Caster[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
      • Set Target[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
      • Set Caster_Loc[(Player number of (Owner of (Triggering unit)))] = (Position of Caster[(Player number of (Owner of (Triggering unit)))])
      • Set Target_Loc[(Player number of (Owner of (Triggering unit)))] = (Position of Target[(Player number of (Owner of (Triggering unit)))])
      • Set Angle[(Player number of (Owner of (Triggering unit)))] = (Angle from Caster_Loc[(Player number of (Owner of (Triggering unit)))] to Target_Loc[(Player number of (Owner of (Triggering unit)))])
      • Selection - Remove Caster[(Player number of (Owner of (Triggering unit)))] from selection
      • Unit - Move Caster[(Player number of (Owner of (Triggering unit)))] instantly to Target_Loc[(Player number of (Owner of (Triggering unit)))], facing Angle[(Player number of (Owner of (Triggering unit)))] degrees
      • Unit - Cause Caster[(Player number of (Owner of (Triggering unit)))] to damage Target[(Player number of (Owner of (Triggering unit)))], dealing 500.00 damage of attack type Spells and damage type Normal
      • -------- ^Your effect of choice --------
      • Wait 0.10 seconds
      • Unit - Move Caster[(Player number of (Owner of (Triggering unit)))] instantly to Caster_Loc[(Player number of (Owner of (Triggering unit)))], facing Angle[(Player number of (Owner of (Triggering unit)))] degrees
      • -------- call RemoveLocation (udg_Caster_Loc) --------
      • -------- call RemoveLocation (udg_Target_Loc) --------
 
Level 8
Joined
May 21, 2008
Messages
218
untitled.png



  • Melee Initialization
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Water Walk
    • Actions
      • Set AquireUnit = (Hero manipulating item)
      • Player - Disable Spell Book for (Owner of AquireUnit)
      • Animation - Change AquireUnit flying height to 1.00 at 1.00
      • Custom script: Call Remove Unit (udg_AquireUnit)
  • Untitled Trigger 001
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Water Walk
    • Actions
      • Set LoseUnit = (Hero manipulating item)
      • Player - Enable Spell Book for (Owner of LoseUnit)
      • Animation - Change AquireUnit flying height to 0.00 at 1.00
      • Custom script: Call Remove Unit (udg_LoseUnit)
If that doesnt work then I don't think it's possible.
 
Level 28
Joined
Mar 25, 2008
Messages
2,955
  • Events
    • Unit - A Unit acquires an item
  • Conditions
    • item being manipulated equal to *your item*
  • Actions
    • Add crow form to (triggering unit)
    • Remove crow form from (triggering unit)
    • Animation - change (triggering unit) flying height to 50 at 100
  • Events
    • Unit loses an item
  • Conditions
    • item being manipulated equal to *your item*
  • Actions
    • Animation - change (triggering unit) flying height to 0 at 100
this is what i'd do..
 
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