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Spell that makes Enemy Flee

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Level 12
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Mar 10, 2008
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869
Use the edit button.
And you only use "an" when the following word starts with a vowel.

Maybe, to make them go faster, you could do:
  • Howl of Terror
    • Events
      • A unit finishes casting an ability
    • Conditions
      • If ability being cast equal to (Howl of Terror)
    • Actions
      • Wait 0.1
      • Unit Group - Pick every unit in (playable map area matching (matching unit has (howl of terror buff)) and do
        • Loop
          • Unit - Set (picked unit) movement speed to (picked unit movement speed + (whatever)
          • Wait (however long you want it to last for)
          • Unit - Set (picked unit) movement speed to (picked unit movement speed - (whatever)
 
Level 18
Joined
Feb 28, 2009
Messages
1,971
Howl of Terror
Events
A unit begins effect of ability
Conditions
Ability being cast equal to (Howl of Terror)
Actions
set Cast_point= position of (casting unit)
set Unit_Group= units within X of Cast_point
Pick every unit in Unit_Group and do Actions
set run_point= Cast_point with (random number between 100 and XXX) and (random number between 0 and 359) degrees
Unit - Issue picked unit to move run_point
call RemoveLocation (udg_run_point)
call RemoveLocation (udg_Cast_point)
call DestroyGroup (udg_Unit_Group)

This is the most simple. ( I didn`t work on WE so sorry for mistakes (I was making it how I remember triggers))
 
Level 12
Joined
Mar 10, 2008
Messages
869
Can you post the trigger? It would be very hard to tell otherwise.
He's talking about this one:
Howl of Terror
Events
A unit begins effect of ability
Conditions
Ability being cast equal to (Howl of Terror)
Actions
set Cast_point= position of (casting unit)
set Unit_Group= units within X of Cast_point
Pick every unit in Unit_Group and do Actions
set run_point= Cast_point with (random number between 100 and XXX) and (random number between 0 and 359) degrees
Unit - Issue picked unit to move run_point
call RemoveLocation (udg_run_point)
call RemoveLocation (udg_Cast_point)
call DestroyGroup (udg_Unit_Group)

This is the most simple. ( I didn`t work on WE so sorry for mistakes (I was making it how I remember triggers))

When will people learn to read the posts before them!
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,287
The problem is the same as that with taunt, it does not work well on human players...
Basically they can just issue an imediate rally order via a control group and the spells effect would be neutralized.
Thus you have to cancle out all issued orders for the duration of the spell onto the units as otherwise the spell would be near usless.
 
Level 14
Joined
Mar 4, 2009
Messages
1,156
could this help ?

(you can make more or less than 700 if you want....)
  • Hown of Terror
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Howl of Terror
    • Actions
      • Set POINT_3 = (Position of (Target unit of ability being cast))
      • Set POINT_2 = (Position of (Casting unit))
      • Set POINT = ((POINT_3) offset by ((Distance between POINT_2 and POINT_3) + 700.00) towards (Angle from POINT_2 to POINT_3) degrees)
      • Unit - Order (Target unit of ability being cast) to Move To POINT
      • Custom script: call RemoveLocation(udg_POINT)
      • Custom script: call RemoveLocation(udg_POINT_2)
      • Custom script: call RemoveLocation(udg_POINT_3)
BTW omg what are you doing with that folders ??? 0_0

How big is your map?

map should be 5 MB MAX
 
Level 8
Joined
Aug 1, 2008
Messages
420
Or you could make a seperate trigger, every 0.04 seconds move unit to bla and turn this trigger on when you do flee spell. but then it wouldnt be mui.
 
Level 14
Joined
Mar 4, 2009
Messages
1,156
Change his ownership and put it back after 5 seconds?
or maybe disable supply usage?if that works.....

or if he is a hero you can add him countdown timer for 5 sec (but "life time" looks a bit stupid)

unit dies by a function (countdown timer)

>unit dies
>>dying unit equal to (your unit)
>>(killing unit is able to attack ground units not equal to true)
-revive dying unit/create unit of type dying unit
 
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