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[Trigger] Teleport To The Projectile Missile

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Level 2
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Sep 28, 2013
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Hello there, did anyone know how to make the projectile missile can be teleported?
like this :
[Q] - Lv.1 Fire Spear (Maybe I Should Use From Shockwave Original Ability)
A fire spear of force that ripples out from the Hero, causing 200 + [2STR] damage to land units in a 800 range line. After Casting, There will be appear temporarily 1x use abilities, which makes the projectile missile explode, damaging 100 + [2.5STR], makes the caster teleported and invulnerable for 2 + [.5STR] seconds to the exploded projectile.
Let me show you the picture illustration for details. (hopefully)
attachment.php

I've Got Wrong, Itsn't Being Paused...

I'll be waiting for the answer:wink:
 

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Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,219
would be kinda complicated if not impossible to replace the old icon with a new icon and keep track of the old CD. (unless you want the new ability beside the original like in the pic)

I must also tell you that this is somewhat advanced stuff and I would need to write a tutorial to make you understand it. (unless youre better than you seem, @looking at your post count)
 
Level 2
Joined
Sep 28, 2013
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Chaosy said:
(unless you want the new ability beside the original like in the pic)
it'll be better to Temporarily Ability.
Chaosy said:
this is somewhat advanced stuff and I would need to write a tutorial to make you understand it.
and that would great if you make the tutorial for me, i can be understand it... hopefully...
 
Level 9
Joined
Feb 15, 2013
Messages
372
Maybe you try when the caster casts the added ability, check if the projectile is alive equal to true then kill projectile, dealing damage to nearby unit, invulnerable caster and move caster to the projectile and be vulnerable??

Event
A unit starts the effect of an ability

Conditions
Ability Being Cast equal to Teleport

Action
Remove "Teleport" from triggering unit
-If/Then/Else
->If
Dummy equal to true
->Then
Set Dummy = False
Kill Dummy
Pick every unit in ( x amount ) range matching (Matching unit is a structure equal to false and matching unit is an enemy of triggering unit equal to true
-Cause triggering unit deals ( Y Amount ) damage to Picked unit
Make Triggering Unit invulnerable
Move Triggering Unit to Position of Dummy
Make Triggering Unit vulnerable
->Else
Game - show message (Unit Group(owner of (TriggeringUnit))) text (Could not found Dummy)

Maybe like that if i'm correct lol
 
Level 6
Joined
Nov 24, 2012
Messages
218
This is possible to do and in GUI will take 3 triggers.
Assuming you don't need it to be MUI, it is not very complicated.

The normal cast trigger, which will create the projectile and turn on periodic loop to move the projectile forward, and also gives the extra ability for a few seconds.

The periodic loop trigger, which moves the projectile forward. This should be the toughest part because everything else is quite simple. To move it forward you use "move unit instantly to point" and move the unit to it's own position + polar projection towards whichever way it is facing.

And the extra ability trigger, which explodes the projectile and teleports the hero and turns off the periodic trigger.

I would make this for you but I'm sorry I don't have much time and I haven't coded in ages.
I'm sure you will figure it out. Good luck.
 
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