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Splody Arrows

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Splody Arrows - SOLVED!

By which I mean something like the Guild Wars' "Ignite Arrows" ability. Basically wanting to get a basic projectile auto-cast ability, that damages hostiles adjacent to the target. I wanted to put the ability on both items as well as basic units, but Searing Arrows doesn't seem to do the trick.

I apologize if this is the wrong place, but it's the only place I could think of to ask: How do I do this? (also, I guess I'll have to see about getting Magos' model editor again, so that I can get an exploding arrow projectile)

EDIT: Evidence of my fail.

EDIT x2: SOLVED!
Thank you Berb for your help, and Weep for your GUI-Friendly Damage Detection system.
 
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Level 18
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Check out the hidden material in my signature, there is a fire-arrow (along with an icon) included in those uploads.

Also, about your ability. I think your best bet is to use an auto-cast ability that gives a buff in combination with a damage-detection system so you can detect when a unit is damaged (and whether or not it has the buff). If it does have the buff, then you would remove the buff immediately (so nothing is displayed) and proceed to damage hostile nearby units to the unit taking damage.

You can gather the ability level off of the unit that damaged the target unit.
 
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I'm obviously not doing something right. Found this, so I'm tryin' to use it.

  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Melee Game - Use melee time of day (for all players)
      • -------- Allen Greenwich --------
      • Unit - Create 1 Allen Greenwich for Player 10 (Light Blue) at (Player 10 (Light Blue) start location) facing Default building facing degrees
      • Set AllenGreenwich = (Last created unit)
      • Unit - Change color of AllenGreenwich to Dark Green
      • Hero - Set AllenGreenwich Hero-level to 10, Hide level-up graphics
      • Hero - Create Ankh of Reincarnation and give it to AllenGreenwich
      • Hero - Create Health Stone and give it to AllenGreenwich
      • Hero - Create Mana Stone and give it to AllenGreenwich
  • Continuous Spawning
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
      • (AllenGreenwich is alive) Equal to True
      • (Number of living Footman units owned by Player 4 (Purple)) Less than 24
    • Actions
      • Unit - Create 1 Footman for Player 4 (Purple) at ((Position of AllenGreenwich) offset by 512.00 towards (Random angle) degrees) facing (Position of AllenGreenwich)
  • Splody Arrows
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • (Level of Ignite Arrows for GDD_DamageSource) Greater than or equal to 1
      • (GDD_DamagedUnit has buff Ignite Arrows ) Equal to True
      • (GDD_DamagedUnit is A ground unit) Equal to True
    • Actions
      • Set SplodyArrows_Level = 0
      • Unit - Remove Ignite Arrows buff from GDD_DamagedUnit
      • Set SplodyArrows_Level = (Level of Ignite Arrows for GDD_DamageSource)
      • Unit Group - Pick every unit in (Units within 175.00 of (Position of GDD_DamagedUnit) matching ((((Matching unit) belongs to an enemy of (Owner of GDD_DamageSource)) Equal to True) and ((Matching unit) Not equal to GDD_DamagedUnit))) and do (Actions)
        • Loop - Actions
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Cause GDD_DamageSource to damage (Picked unit), dealing (15.00 x (Real(SplodyArrows_Level))) damage of attack type Spells and damage type Fire
The auto-cast ability is based on Searing Arrows and (should) give an Ignite Arrows buff based on the Breath of Fire buff for 0.50 seconds.
 
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sunwarrior25 said:
The auto-cast ability is based on Searing Arrows and (should) give an Ignite Arrows buff based on the Breath of Fire buff for 0.50 seconds.

Searing Arrows does not give a buff. Abilities that do not give buffs by default cannot have buffs added simply via the Object Editor, instead they are hard-coded to supply buffs to the acquired targets. I suggest using Frost Arrows or Orb of Annihilation. Any auto-cast that inflicts a buff upon it's target.
 
Level 7
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Mar 9, 2008
Messages
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I was gonna upload a video as an evidence of it working, but it seems that YouTube doesn't stomach uncompressed .avi too well (and I'm too lazy to compress the recording manually). Suffice to say, it now works.

Not too sure how I'm going to get something like it onto a charged/perishable item, but that'll have to come later.

Thanks for the help! :)

EDIT: Evidence
 
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Level 18
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Jan 21, 2006
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Why not just have an item that transforms all of the hero's attacks into exploding arrows? I'm sure that would go really well, I'd say it's a desirable feature of any item. Just base the ability off one of the passive orb abilities.

sunwarrior25 said:
I was gonna upload a video as an evidence of it working

sunwarrior25 said:
Actually, I changed it to Frost Arrows like you said

I thought you meant that you got Searing Arrows to properly inflict a buff upon it's target. Anyways, for the auto-cast item. You could have an item that can be activated and deactivated, to somewhat imitate an auto-cast. It would make it impossible to just cast once, though (or hard, since you have to manually activate/deactivate).
 
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Or you could just trigger the whole item ability, and add/remove the passive ability (in a disabled spell-book so it is not visible) depending on whether or not the item is flagged as "active" or not. Just some things to think about.

sunwarrior25 said:
Can Hero abilities be affected at all by Researches? I'm thinking of making the ability unavailable until a certain point in the mission.

Abilities can require research upgrades, and even units. In the case where there is a requirement, the following message will be displayed in the tool-tip in yellow:

Requires
- Requirement Name​

By using a unit, you can easily add/remove the unit to enable/disable the ability.
 
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