- Joined
- Dec 11, 2014
- Messages
- 93
I'm looking to make a flavourful version of snipe for my ranger hero, where she basically takes aim (uses her stand ready animation) for about 2 seconds or so, then shoots the target for massive damage (preferably using the spell animation where it looks like she is shooting an arrow into the sky.)
I tried giving the ability to her directly, but when I give it a cast time or put any delay on it, she just kinda stands there and does nothing, which defeats the purpose of her using the animations. (It's a bit nitpicky, but to me it's like Jaina standing there doing nothing while her blizzard happens. Like what's up with that???)
So I figured it's time to finally try to figure out Dummy Units and casting abilities from them instead, now let's jump in!
My Heroes ability Snipe is based on Acid Bomb. I will also attach a screenshot of the current settings for acid bomb, maybe the problem lies there?
Then my DummyUnits Snipe ability is based on Archimonde's Finger of Death, which I believe I have it ordered right to cast? I didn't see my custom spell as an option and from guides, it looked like I needed to use the base spell for that section?
I'm not entirely sure where I am messing up, as this is my first attempt at a DummyUnit target spell.
Any advice on how to better achieve this would be appreciated. (The sound isn't necessary, I just put it in there for fun.)
P.S. All levels of snipe are the exact same, the only difference in the triggers is which snipe ability (level 1, 2, or 3) get added to the dummy unit ((All are based on Archimonde's Finger of Death.)
I tried giving the ability to her directly, but when I give it a cast time or put any delay on it, she just kinda stands there and does nothing, which defeats the purpose of her using the animations. (It's a bit nitpicky, but to me it's like Jaina standing there doing nothing while her blizzard happens. Like what's up with that???)
So I figured it's time to finally try to figure out Dummy Units and casting abilities from them instead, now let's jump in!
My Heroes ability Snipe is based on Acid Bomb. I will also attach a screenshot of the current settings for acid bomb, maybe the problem lies there?
Then my DummyUnits Snipe ability is based on Archimonde's Finger of Death, which I believe I have it ordered right to cast? I didn't see my custom spell as an option and from guides, it looked like I needed to use the base spell for that section?
I'm not entirely sure where I am messing up, as this is my first attempt at a DummyUnit target spell.
Any advice on how to better achieve this would be appreciated. (The sound isn't necessary, I just put it in there for fun.)
P.S. All levels of snipe are the exact same, the only difference in the triggers is which snipe ability (level 1, 2, or 3) get added to the dummy unit ((All are based on Archimonde's Finger of Death.)
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Snipe Level 1Red
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Snipe
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(Level of Snipe for (Triggering unit)) Equal to 1
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(Owner of (Triggering unit)) Equal to Player 1 (Red)
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Actions
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Set VariableSet RangerLocationRed = (Position of (Triggering unit))
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Set VariableSet SnipeTargetRed = (Target unit of ability being cast)
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Animation - Play (Triggering unit)'s stand ready animation
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Sound - Play ArcherYesAttack3 <gen> at 100.00% volume, located at RangerLocationRed with Z offset 0.00
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Sound - Destroy (Last played sound)
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Wait 1.70 seconds
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Animation - Play (Triggering unit)'s spell animation
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Unit - Create 1 DummyUnitRanger (Level 1) for (Owner of (Triggering unit)) at RangerLocationRed facing 0.00 degrees
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Unit - Add a 1.20 second Generic expiration timer to (Last created unit)
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Set VariableSet DummyRangerRed = (Last created unit)
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Unit - Add Snipe (Dummy Unit Level 1) to DummyRangerRed
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Unit - Order DummyRangerRed to Special Archimonde - Finger Of Death SnipeTargetRed
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Custom script: call RemoveLocation(udg_RangerLocationRed)
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Set VariableSet SnipeTargetRed = No unit
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Wait 1.35 seconds
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Animation - Reset (Casting unit)'s animation
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