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Slow or Cripple spell but it has a missile?

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AGD

AGD

Level 16
Joined
Mar 29, 2016
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688
Not sure it that's already doable using only the object editor, but if not and you're up using triggers or code, here:

You can use an existing Missile/Projectile system (or your own). When the caster casts a spell, create the projectile and make it travel towards target. When the missile gets close enough to the target, preferably within the unit's collision radius (or use the built-in impact detection from existing Missile systems), destroy the missile, create a dummy unit that has the Slow or Cripple spell and order it to cast that spell into the target unit. Make sure also the actual Slow/Cripple spell you add to the dummy has maximum projectile speed.
 
Level 6
Joined
Jul 10, 2016
Messages
172
Not sure it that's already doable using only the object editor, but if not and you're up using triggers or code, here:

You can use an existing Missile/Projectile system (or your own). When the caster casts a spell, create the projectile and make it travel towards target. When the missile gets close enough to the target, preferably within the unit's collision radius (or use the built-in impact detection from existing Missile systems), destroy the missile, create a dummy unit that has the Slow or Cripple spell and order it to cast that spell into the target unit. Make sure also the actual Slow/Cripple spell you add to the dummy has maximum projectile speed.
I'm still new to the whole trigger game, but how do i make a special effect move?

1617189268664.png
 
Level 13
Joined
Feb 5, 2018
Messages
567
The way I made sort of effect delays in the past is I messed around with Sphere ability from Bloodmage.

You can make a new sphere and remove the orbs and change the missile.

The way sphere works it actually launches the effect after the missile reaches.

1) Create a spell for your hero unit for targeting purpose only,
2) When hero casts the spell, create dummy unit with sphere and the cast ability.
3) Order dummy cast his spell.
4) Create a new trigger and then:
5) Unit starts the effect on a abilty equal to dummy ability.

There is only one annoying issue which is that you can't have the dummy units cast and animation points set to 0.00 or the sphere projectile does not show. This can be handled thought by making multiple dummy units for AoE projectile spells instead of just creating one dummy unit.

I personally like to use this method instead of complex missile systems, which can be a bit much for GUI and/or new mappers.
 
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