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Some question.

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Kusanagi Kuro

Hosted Project: SC
Level 10
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1. How can I create a circle special effect? I mean it's only 1 special effect but with a shape of circle.
2. Can anyone show me how to deal damage base on a level of skill with For Integer Variable trigger? This is my trigger but it's not working.
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Ice Prison
  • Actions
    • Set IceTime = (Level of (Ability being cast) for (Triggering unit))
    • For each (Integer IceTime) from 1 to 3, do (Actions)
      • Loop - Actions
        • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 200.00 at (Position of (Target unit of ability being cast)), dealing (60.00 x (Real(IceTime))) damage of attack type Spells and damage type Normal
And my spell isnt an AOE spell, it base on entangle root but i want it to deal AOE damage. The first question is for this spell's special effect too.
3. What ability does the Ravage skill in Dota base on?
 
Level 8
Joined
Oct 26, 2008
Messages
387
You pick your special effect.
Then you create a real variable which will determine the degrees.
The circle, has 360 degrees.
You divide this number, by the number of the effects you want to create, and what you will get is the degree variation of the point the effects will appear. For example, if you want 10 special effects to appear you do 360/10 = 36 and that 36 is the number at which the degrees should increase. Lets see this in action.




  • Actions
    • For each (Integer A) from 1 to 10, do (Actions)
      • Loop - Actions
        • Set RealDegrees = (RealDegrees + 36.00)
        • Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 500.00 towards RealDegrees degrees) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Now what will this do, is create 10 thunder clap effects, in distance 500, from a triggering unit, in a circular way.

Hope it helps you.
 
Level 16
Joined
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For your first problem to make it correct:
  • Actions
    • Set PointVariable1 = (Position of (Triggering unit))
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set PointVariable2 = (PointVariable1 offset by 250.00 towards (36.00 x (Real((Integer A)))) degrees)
          • Special Effect - Create a special effect at PointVariable2 using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation(udg_PointVariable2)
    • Custom script: call RemoveLocation(udg_PointVariable1)
For your second problem you might wanna use this:
  • Set RealVariable = (50.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))
You create a real variable, use new action "Set Variable", select this real variable, click on red marked value, select "Arithmetic" in the function list. Then you can set the first 1.00 too the value you want. Click on the second 1.00, search for the "Convert Integer to Real" in the function list, and select the ability level of the triggering unit.

Ravage? Let me think wasn't this the ultimate of the tidehunter? :eek: In this case (I think) it's just based on instant-cast spells like warstomp or thunderclap.
 
Level 8
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Your second problem is solved, as for the third problem, the ability itself is based on an "instant-no target" ability.

After that, its impales, BUT, i really really believe that, that massive spikes, is a customized effect specifically designed for dota, since in older versions it was kinda sloppy. My theory is that before it used mutliple impales, but now it uses one massive special effect, and invisible impales.
But in theory you can create it by spawning dummy units in a circle arround the caster and have them impale.
 

Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
Back with the first problem, how can I destroy all of the special effect after the skill finish?
Edit: Oh, nevermind about this. Thks for ur help. I'll +rep u later because I have already +rep for someone else and I only have 1 >.<
Edit again >.<: I want the special effect last until my skill end. I use Entangle Root at base skill and each level is 2/2.5/3/3.5s.
 
Level 8
Joined
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Messages
387
Create an arrayed special effect variable.
Create an integer variable.
Inside the loop, set the integer like this

integer = (integer + 1)
and the special effect like this,
special_effect[integer] = Last created special effect.

Note: The integer setting has to be FIRST.
Then when your spell is done, do another simple loop,
and remove the special effects.
 

Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
I'll try. Ah, a lot of things to learn. Feel so exciting. XD
Edit: It still end at the same time for different level of skill.
 
Level 8
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Oct 26, 2008
Messages
387
You should adjust that with a timer or a wait. I am not bringing up the MUI part just yet because you are still new to the modding, and it will only confuse you.

But i strongly recommend that you play around in the editor, and then search and learn about the MUI part of the spells.
 
The RealDegrees should always be reset to 0 in every cast...

Create an arrayed special effect variable.
arrayed variables should not be used unless needed, the special effect can be destroyed immediately via 'Special Effect - Destroy (Last created special effect)' as reference to Dr Booms answer...

if he wants a delay for sfx to be destroyed, then a trigger loop/timer system should be used, this is more complicated...
 
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