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Need help about dummy....

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Level 2
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I want to made a shockwave spell with gargoyle missile model.But its looks like too small and i want to resize it.For do that i create a dummy with gargoyle model.Everything good from start but when casting spell model is only going to targeted area.I want to move dummy like shockwave how can i do that...
 
Level 2
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Yeah i want it to go with my angle to where shockwave ends.But its stopping when reached to where i target.İm working on this 2 days cant find any solution......
 
Level 11
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unit starts effect of ability
ability is shockwave
set temploc1 = position of trigger unit
set temploc2 = target point of ability being cast
set tempreal = angle from temploc1 to temploc2
set temploc3 = temploc1 offset by 50 towards tempreal
create 1 gargoyle dummy for owner of trigger unit at temploc3 facing tempreal
add last created unit to dummygroup
call RemoveLocation(udg_temploc1)
call RemoveLocation(udg_temploc2)
call RemoveLocation(udg_temploc3)

every .03 seconds
pick all units in dummygroup
set distance[player number of owner of picked unit] = distance[player number of owner of picked unit] + 21
set temploc1 = position of picked unit
set tremploc2 = temploc1 offset by 21 towards facing angle of picked unit
move picked unit to temploc2
call RemoveLocation(udg_temploc1)
call RemoveLocation(udg_temploc2)
if distance[player number of owner of picked unit] greater than 700 then kill picked unit and remove picked unit from dummygroup

change the 700 to whatever the rnage of shockwave is. You will have to test with the speed so it matches, or almost matches, the speed of the actual shockwave for the ability.
 
Here's a way to do this with just one non-periodic trigger and also MUI.

make an ability based on channel (I hope you know how to edit this ability, if not just ask me or someone else) then create the shockwave ability(to be added to the dummy) and set the missile to gargoyle missile then create a dummy and resize it to a size that you like (make sure that missile sclaing for the dummy unit is on so that the gargoyle missile will scale with the size of the dummy unit --->Well It is ON by default) then create a trigger...

Event:
Unit->Starts the Effect of an Ability
Conditions:
AbilityBeingCast = channel based ability
Actions:
Set CasterPosition = PositionofTriggeringUnit
set TargetPoint = TargetPointofAbilityBeingCast
Create 1 Dummy for OwnerofTriggeringUnit at CasterPosition facing X degrees
Set Dummy = LastCreatedUnit //---(I set the unit to a variable because the say that variables are loaded faster and it looks better but you can just use LastCreatedUnit if you want)
Add Shockwave to Dummy
Order Dummy to Shockwave TargerPoint
Add 1.00 seconds Generic Expiration Timer to Dummy
call RemoveLocation(udg_CasterPosition)
call RemoveLocation(udg_TargetPoint)

using this you wont have to create a periodic trigger and it will be MUI....


(if you want I can create the trigger you later)
 
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Level 37
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You will have to test with the speed so it matches, or almost matches, the speed of the actual shockwave for the ability.

One can find a good base value for the offset with simple math.

Look at Shockwave's missile speed. It's 1050. That means it moves 1050 distance units per second. Then a trigger that runs once every 0.03 seconds runs 1/0.03= 33,333... times per second So the offset (=speed) would be good to set to 1050/(1/0.03)=31,5.

Here's a way to do this with just one non-periodic trigger and also MUI.

Order Dummy to Shockwave TargerPoint

This does not always make the unit travel in a straight line. I for example wanted to the "shockwave" dummy to do damage to the target when they're closer than 16 distance units from eachother. It didn't always fire since they never got that close because the dummy didn't travel in a straight line. I moved on to use a periodic offset trigger, and it started working.
 
One can find a good base value for the offset with simple math.

Look at Shockwave's missile speed. It's 1050. That means it moves 1050 distance units per second. Then a trigger that runs once every 0.03 seconds runs 1/0.03= 33,333... times per second So the offset (=speed) would be good to set to 1050/(1/0.03)=31,5.



This does not always make the unit travel in a straight line. I for example wanted to the "shockwave" dummy to do damage to the target when they're closer than 16 distance units from eachother. It didn't always fire since they never got that close because the dummy didn't travel in a straight line. I moved on to use a periodic offset trigger, and it started working.

The trigger I made doesnt make the dummy move because the dummy casts the "real" shockwave (the one causing the damage and which has the gargoyle effect which you can then make larger by setting the scale of the dummy unit to a larger one since projectiles by default scale with the caster's size) I have made a sample map, you can try it if you want..
 
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