It is possible. If the missile is made throughtriggers then you don't need to have a damage detection system.
However if you're not using triggers then you need it.
http://www.hiveworkshop.com/forums/spells-569/gui-friendly-damage-detection-v1-2-1-a-149098/
It's best to trigger the whole spell. I already made the spell, but it stuns AoE. I easily remove the AoE stun and just stun target.
Can you show us the trigger?I tried to make triggers but it just keep my casting unit in his position
- Storm Bolt Start
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Storm Hammer
- Actions
- Set MaxIndexStormHammer = (MaxIndexStormHammer + 1)
- Set StormHammer_TrigUnit[MaxIndexStormHammer] = (Triggering unit)
- Set StormHammer_TargetUnit[MaxIndexStormHammer] = (Target unit of ability being cast)
- Set TempPoint = (Position of StormHammer_TrigUnit[MaxIndexStormHammer])
- Set TempPoint2 = (Position of StormHammer_TargetUnit[MaxIndexStormHammer])
- Unit - Create 1 Dummy Storm Hammer for (Owner of StormHammer_TrigUnit[MaxIndexStormHammer]) at TempPoint facing TempPoint2
- Set StormHammer_Dummy[MaxIndexStormHammer] = (Last created unit)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- MaxIndexStormHammer Equal to 1
- Then - Actions
- Trigger - Turn on Storm Hammer Loop <gen>
- Else - Actions
- Custom script: call RemoveLocation(udg_TempPoint)
- Custom script: call RemoveLocation(udg_TempPoint2)
- Custom script: set udg_TempPoint = null
- Custom script: set udg_TempPoint2 = null
- Storm Bolt Loop
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
- For each (Integer TempInt) from 1 to MaxIndexStormHammer, do (Actions)
- Loop - Actions
- Set TempPoint = (Position of StormHammer_Dummy[TempInt])
- Set TempPoint2 = (Position of StormHammer_TargetUnit[TempInt])
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Distance between TempPoint and TempPoint2) Less than or equal to 75.00
- Then - Actions
- Unit - Kill StormHammer_Dummy[TempInt]
- Unit - Remove StormHammer_Dummy[TempInt] from the game
- Unit - Create 1 Dummy Caster for (Owner of StormHammer_TrigUnit[TempInt]) at TempPoint2 facing (Facing of StormHammer_TargetUnit[TempInt]) degrees
- Set TempDummyUnit[1] = (Last created unit)
- Unit - Add a 0.50 second Generic expiration timer to TempDummyUnit[1]
- Unit - Add Dummy Storm Hammer to TempDummyUnit[1]
- Unit - Set level of Dummy Storm Hammer for TempDummyUnit[1] to (Level of Storm Hammer for StormHammer_TrigUnit[TempInt])
- Unit - Order TempDummyUnit[1] to Human Mountain King - Storm Bolt StormHammer_TargetUnit[TempInt]
- Unit - Move StormHammer_TrigUnit[TempInt] instantly to TempPoint2, facing TempPoint2
- Set StormHammer_TrigUnit[TempInt] = StormHammer_TrigUnit[MaxIndexStormHammer]
- Set StormHammer_TrigUnit[MaxIndexStormHammer] = No unit
- Set StormHammer_TargetUnit[TempInt] = StormHammer_TargetUnit[MaxIndexStormHammer]
- Set StormHammer_TargetUnit[MaxIndexStormHammer] = No unit
- Set StormHammer_Dummy[TempInt] = StormHammer_Dummy[MaxIndexStormHammer]
- Set StormHammer_Dummy[MaxIndexStormHammer] = No unit
- Set MaxIndexStormHammer = (MaxIndexStormHammer - 1)
- Else - Actions
- Set TempPoint3 = (TempPoint offset by 25.00 towards (Angle from TempPoint to TempPoint2) degrees)
- Unit - Move StormHammer_Dummy[TempInt] instantly to TempPoint3, facing (Angle from TempPoint to TempPoint2) degrees
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- MaxIndexStormHammer Equal to 0
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Custom script: call RemoveLocation(udg_TempPoint3)
- Custom script: set udg_TempPoint3 = null
- Custom script: call RemoveLocation(udg_TempPoint)
- Custom script: call RemoveLocation(udg_TempPoint2)
- Custom script: set udg_TempPoint = null
- Custom script: set udg_TempPoint2 = null
Where did you get that?this your problem
you have to null it too
- Set TempInt = (TempInt - 1)
No need.and here
you have to put it outside the loop
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- MaxIndexStormHammer Equal to 0
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
Uh, it's in the Else part. Else means opposite, so uh you probably didn't get ITEs.your
must in outside the ITE not inside
- Else - Actions
- Set TempPoint3 = (TempPoint offset by 25.00 towards (Angle from TempPoint to TempPoint2) degrees)
- Unit - Move StormHammer_Dummy[TempInt] instantly to TempPoint3, facing (Angle from TempPoint to TempPoint2) degrees
Where did you get that?
- Set MaxIndex = (MaxIndex - 1)
- Set CurrentIndex = (CurrentIndex - 1)
i dunno, sometimes people put them outside the loop but sometimes inside the loopNo need.
not neccesarily, but sure it's fine too..Uh, it's in the Else part. Else means opposite, so uh you probably didn't get ITEs.
Derp, is it just me, or could you just use Starts the effect of an ability with Storm Bolt and move the casting unit behind the target unit?
Derp, is it just me, or could you just use Starts the effect of an ability with Storm Bolt and move the casting unit behind the target unit?
Hmm, so unit starts the effect of an ability before the projectile hits the target?