I have this idea in mind to make a purchasable item based off the spell 'Crushing Wave' and turn it into an Exploding Arrow skill that blows up when within the range of 40 of an enemy, then triggers the animations: NeutralBuildingExplosion and SteamTankImpact, epicly exploding the enemy in blood and guts, everywhere, on impact, passing through the enemy thereafter with a chance to double-kill or better.
I don't know how to make this but I have a skeletal layout of the logic behind it and how I want it to work:
UPDATE: Below is a first-look video of my map and its progress and a few features it has, including my idea of this Exploding Arrow item spell. I did a lot with ambiant sounds, etc.. I'm quite good with that. I'm not sure what software I can use for free (non-trial) to make better videos so I don't have to rely on me and my shaky camera skills *Laughs*
P.S. I know the tooltip is not right. It's temporarily based off another item.
http://www.youtube.com/watch?v=aHlCui9jE-k&feature=youtu.be
Ok so in playing around with this a little, the explosion happens in the position of the caster casting the spell and/or starting the effects of an ability, but does no explode where I want it. Another thing is my spell here is erroneously referring to what would be the dummy unit as the dying unit and not the actual enemy being shot at who instead should be the dying unit. This can be any dying unit whether real players or AI. I need it working so it triggers on any dying unit.
FIRST attempt
SECOND attempt: (updated, close, but still does the same thing)
However, it makes a little more sense than the first attempt.
I have no idea either. It's messed up, I know. So your guess is just as good as mine, lol.
So, does anyone think you can help make me a skill like this without leaking and errors?
Let me know!
I don't know how to make this but I have a skeletal layout of the logic behind it and how I want it to work:
UPDATE: Below is a first-look video of my map and its progress and a few features it has, including my idea of this Exploding Arrow item spell. I did a lot with ambiant sounds, etc.. I'm quite good with that. I'm not sure what software I can use for free (non-trial) to make better videos so I don't have to rely on me and my shaky camera skills *Laughs*
P.S. I know the tooltip is not right. It's temporarily based off another item.
http://www.youtube.com/watch?v=aHlCui9jE-k&feature=youtu.be
Ok so in playing around with this a little, the explosion happens in the position of the caster casting the spell and/or starting the effects of an ability, but does no explode where I want it. Another thing is my spell here is erroneously referring to what would be the dummy unit as the dying unit and not the actual enemy being shot at who instead should be the dying unit. This can be any dying unit whether real players or AI. I need it working so it triggers on any dying unit.
FIRST attempt
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ExplodingTip
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Events
- Unit - A unit enters (Playable map area)
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Conditions
- (Unit-type of (Triggering unit)) Equal to Exploding Tip
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Actions
- Unit - Kill (Triggering unit)
- Wait 3.00 seconds
- Unit - Remove (Triggering unit) from the game
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Events
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Exploding Arrow
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Events
- Unit - A unit Starts the effect of an ability
- Unit - A unit Is attacked
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Conditions
- (Ability being cast) Equal to Exploding Arrow
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Actions
- Set ExplodingTip = (Position of (Attacked unit))
- Unit - Create 1 Exploding Tip for (Owner of (Attacked unit)) at ExplodingTip facing 0.00 degrees
- Custom script: call RemoveLocation(udg_ExplodingTip)
- Set DummyUnit[(Player number of (Owner of (Attacked unit)))] = (Last created unit)
- Unit - Make (Attacked unit) Explode on death
- Special Effect - Create a special effect attached to the origin of (Attacked unit) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
- Special Effect - Destroy (Last created special effect)
- Special Effect - Create a special effect attached to the origin of (Attacked unit) using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Add a 1.10 second Generic expiration timer to DummyUnit[(Player number of (Owner of (Triggering unit)))]
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Events
However, it makes a little more sense than the first attempt.
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Exploding Arrow
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Events
- Unit - A unit Dies
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Conditions
- ((Dying unit) is A Hero) Equal to True
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Unit-type of (Triggering unit)) Equal to Villager (Male)) or ((Unit-type of (Triggering unit)) Equal to Villager (Female))
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Then - Actions
- Set ExplodingTip = ((Position of (Triggering unit)) offset by 50.00 towards ((Facing of (Triggering unit)) + 25.00) degrees)
- Unit - Create 1 Exploding Tip for (Owner of (Triggering unit)) at ExplodingTip facing Default building facing degrees
- Special Effect - Create a special effect attached to the overhead of (Killing unit) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
- Special Effect - Destroy (Last created special effect)
- Special Effect - Create a special effect attached to the overhead of (Killing unit) using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation (udg_ExplodingTip)
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Else - Actions
- Set ExplodingTip = ((Position of (Triggering unit)) offset by 50.00 towards ((Facing of (Triggering unit)) + 180.00) degrees)
- Unit - Create 1 Exploding Tip for (Owner of (Triggering unit)) at ExplodingTip facing Default building facing degrees
- Special Effect - Create a special effect attached to the overhead of (Killing unit) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
- Special Effect - Destroy (Last created special effect)
- Special Effect - Create a special effect attached to the overhead of (Killing unit) using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation (udg_ExplodingTip)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
So, does anyone think you can help make me a skill like this without leaking and errors?
Let me know!
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