typicly hard spell request with high details to help you

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Level 15
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ok i need the spell to be atleast MPI or MUI
i would realy love it to be GUI but im pritty scard that it may be impossible

ok details about the spell request

Static Charge
the hero(caster) puts a static charge on the ground and it will Grab random units near it and pull the unit towards it not hard realy aye but about the pulling.
its not a constant pull it will grab a random unit near it and pull it x range after the x range it will stop pulling that unit.

another thing about the pulling it will grab more than one unit e.g it grabs unit A streat away and lets say 0.5 seconds after it grabs unit B while unit A is still being pulled.

it will grab random units(enermy of course) at random intervals between 0.5-1.0 and when it grabs them it will also do a small amount of damage to them.

the units getting pulled will have a lighting effect on them.

each level increases the duratation of the static charge and the damage of each pull/grab what ever u wana call it

need more info Please Ask(as a question) ill give as much info as i can.
 
Level 15
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1,552
i tryd to do it my self but its not working for some reason(the pulling of the units)
  • Static Charge
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Static Charge
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SC_skip Equal to 0
        • Then - Actions
          • Trigger - Turn on Static Charg loop <gen>
        • Else - Actions
      • Set SC_index = (SC_index + 1)
      • Set SC_skip = (SC_skip + 1)
      • Set SC_caster[SC_index] = (Triggering unit)
      • Set SC_duratation[SC_index] = (8.00 + (2.00 x (Real((Level of Static Charge for (Triggering unit))))))
      • Set SC_point = (Target point of ability being cast)
      • Unit - Create 1 dummy Lighting ball for (Owner of (Triggering unit)) at SC_point facing Default building facing degrees
      • Set SC_unit[SC_index] = (Last created unit)
  • Static Charg loop
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • For each (Integer SC_loop) from 1 to SC_index, do (Actions)
        • Loop - Actions
          • Set SC_duratation[SC_loop] = (SC_duratation[SC_loop] - 0.50)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SC_duratation[SC_loop] Equal to 0.00
            • Then - Actions
              • Unit - Kill SC_unit[SC_loop]
              • Set LB_skip = (LB_skip - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • LB_skip Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                  • Set LB_index = 0
                • Else - Actions
            • Else - Actions
              • Set SC_temp_point = (Position of SC_unit[SC_loop])
              • Set SC_group = (Units within 400.00 of SC_temp_point matching ((((Matching unit) belongs to an ally of (Owner of SC_caster[SC_loop])) Equal to False) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Magic Immune) Equal to False))))
              • Set SC_temp_unit = (Random unit from SC_group)
              • Unit - Create 1 dummy for (Owner of SC_caster[LB_Loop]) at (Center of (Playable map area)) facing Default building facing degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Unit - Add Static charge dummy to (Last created unit)
              • Unit - Order (Last created unit) to Human Dragonhawk Rider - Aerial Shackles SC_temp_unit
              • Unit - Cause SC_unit[SC_loop] to damage SC_temp_unit, dealing (10.00 + (5.00 x (Real((Level of Static Charge for SC_caster[SC_loop]))))) damage of attack type Spells and damage type Lightning
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in SCP_group) Equal to 0
                • Then - Actions
                  • Trigger - Turn on Static Charg loop pull <gen>
                • Else - Actions
              • Set SCP_Index = (SCP_Index + 1)
              • Set SCP_Pull_unit[SCP_Index] = SC_temp_unit
              • Unit - Turn collision for SCP_Pull_unit[SCP_Index] Off
              • Set SCP_PullTarg[SCP_Index] = SC_temp_point
              • Set Distance[SCP_Index] = 100.00
              • Unit Group - Add SCP_Pull_unit[SCP_Index] to SCP_group
  • Static Charg loop pull
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer SCP_loop) from 1 to SCP_Index, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (SCP_Pull_unit[Loop] is in SCP_group) Equal to True
            • Then - Actions
              • Set Point[1] = (Position of SCP_Pull_unit[SCP_loop])
              • Set Point[2] = (Point[1] offset by 5.00 towards (Angle from Point[1] to SCP_PullTarg[SCP_loop]) degrees)
              • Unit - Move SCP_Pull_unit[SCP_loop] instantly to Point[2]
              • Set SCP_effect[SCP_loop] = (SCP_effect[SCP_loop] + 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SCP_effect[SCP_loop] Equal to 10
                • Then - Actions
                  • Special Effect - Create a special effect at Point[1] using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Set SCP_effect[SCP_loop] = 0
                • Else - Actions
              • Custom script: call RemoveLocation(udg_Point[1])
              • Custom script: call RemoveLocation(udg_Point[2])
              • Set Distance[SCP_loop] = (Distance[SCP_loop] - 5.00)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Distance[SCP_loop] Less than or equal to 5.00
                • Then - Actions
                  • Unit Group - Remove SCP_Pull_unit[SCP_loop] from SCP_group
                  • Set Distance[SCP_loop] = 0.00
                  • Unit - Turn collision for SCP_Pull_unit[SCP_loop] On
                  • Set SCP_Pull_unit[SCP_loop] = No unit
                  • Custom script: call RemoveLocation(udg_SCP_PullTarg[udg_SCP_loop])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Number of units in SCP_group) Equal to 0
                    • Then - Actions
                      • Set SCP_Index = 0
                      • Trigger - Turn off Static Charg loop pull <gen>
                    • Else - Actions
                • Else - Actions
            • Else - Actions
 
Don't use Aerial Shackles as a dummy. Use something instant and active-target, like Shockwave or Unholy Frenzy.
Also, compare your system to Paladon's, see the differences, and if there are any, change yours to suit his, whilst maintaining your motive eg. if you see an action that Moves Instantly at an angle of Point A to Point B, you will have to change your action to Angle from Point B to Point A, as yours pulls towards.
 
Level 15
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Don't use Aerial Shackles as a dummy. Use something instant and active-target, like Shockwave or Unholy Frenzy.
Also, compare your system to Paladon's, see the differences, and if there are any, change yours to suit his, whilst maintaining your motive eg. if you see an action that Moves Instantly at an angle of Point A to Point B, you will have to change your action to Angle from Point B to Point A, as yours pulls towards.

im using aerial shackles for the lighting effect as if the lighting is pulling the unit

i cant workit out on to change the points on paladans system
 
Don't worry, coz I found it. He used(14th line from the BOTTOM of 'Cast a Knockback' trigger):
  • Set KB_Angle[KB_TotalKnockUnits] = (Angle from KB_StartPositions[KB_TotalKnockUnits] to KB_TempPoint[KB_TotalKnockUnits])
Set this to something else, like from your unit's position to the ward position, and it should be right.

EDIT: Use triggers for the lightning effect, that might solve your problem.
 
Level 15
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Jul 9, 2008
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1,552
but then that means that his system will only pull not knock back so what if i use the system for other knock backs witch i most likly will

ok then iv never used lighting by triggers so how would i go about making it mui still and not leak?
 
Oh, god dude! Come on, use your freakin IMAGINATION!
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Ability being cast) Equal to Your effin Ability!!!
    • Then - Actions
      • Set KB_Angle[KB_TotalKnockUnits] = Your effin Angle!!!
    • Else - Actions
      • Set KB_Angle[KB_TotalKnockUnits] = The standard f**kin' angle for knockbacks!!!
See how a little innovation can go a long way!?!

*I'm just really pissed coz this spell is quite difficult, sorry.

I dunno about lighting. Haven't used it much myself.
 
Level 15
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Jul 9, 2008
Messages
1,552
ok i found the problem when i remove the condition
  • (SCP_Pull_unit[Loop] is in SCP_group) Equal to True
it works so for some reason the unit isent getting added to the SCP_group

but when i added the event to show how many units are in the group it shows it is not empty\


EDIT:eek:k i found the proplem i used the wrong loop for the SCP pull unit

but i still have the problem with the lighting
 
Last edited:
Just experiment. Again, use your IMAGINATION. Try some stuff on your own.
Use the same method of arrays on your lightning.
Like,
  • Lightning - Create a <MODEL OF YOUR SPELL> effect from source <POSITION OF THE WARD> to target <POSITION OF YOUR TARGETS>
Set it as an array variable,
  • Set SS_Lightning[THE INTEGER YOU USE FOR THE TOTAL AMOUNT OF TARGETS] = (Last created lightning effect)
And implement in your Pull Loop trigger to move it every time the unit is moved.

If that doesn't work, then attach a freakin map so I can do this shit for you, coz obviously you can't just experiment for yourself.
 
Level 15
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1,552
um yer sorry whats the custom script for removing the the lightning

because
  • Lightning - Destroy SCP_Lightning[SCP_loop]
doesent work

somthing somthing somthing (ugd_SCP_Lightning[udg_SCP_loop])

also have i missed any leaks??
  • Static Charge
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Static Charge
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SC_skip Equal to 0
        • Then - Actions
          • Trigger - Turn on Static Charg loop <gen>
        • Else - Actions
      • Set SC_index = (SC_index + 1)
      • Set SC_skip = (SC_skip + 1)
      • Set SC_caster[SC_index] = (Triggering unit)
      • Set SC_duratation[SC_index] = (8.00 + (2.00 x (Real((Level of Static Charge for (Triggering unit))))))
      • Set SC_point = (Target point of ability being cast)
      • Unit - Create 1 dummy Lighting ball for (Owner of (Triggering unit)) at SC_point facing Default building facing degrees
      • Set SC_unit[SC_index] = (Last created unit)
      • Custom script: call RemoveLocation(udg_SC_point)
  • Static Charg loop
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • For each (Integer SC_loop) from 1 to SC_index, do (Actions)
        • Loop - Actions
          • Set SC_duratation[SC_loop] = (SC_duratation[SC_loop] - 0.50)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SC_duratation[SC_loop] Equal to 0.00
            • Then - Actions
              • Unit - Kill SC_unit[SC_loop]
              • Set SC_skip = (SC_skip - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SC_skip Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                  • Set SC_index = 0
                • Else - Actions
            • Else - Actions
              • Set SC_temp_point = (Position of SC_unit[SC_loop])
              • Set SC_group = (Units within 500.00 of SC_temp_point matching ((((Matching unit) belongs to an ally of (Owner of SC_caster[SC_loop])) Equal to False) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matchi
              • Set SC_temp_unit = (Random unit from SC_group)
              • Unit - Cause SC_unit[SC_loop] to damage SC_temp_unit, dealing (10.00 + (5.00 x (Real((Level of Static Charge for SC_caster[SC_loop]))))) damage of attack type Spells and damage type Lightning
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in SCP_group) Equal to 0
                • Then - Actions
                  • Trigger - Turn on Static Charg loop pull <gen>
                • Else - Actions
              • Set SCP_Index = (SCP_Index + 1)
              • Set SCP_Pull_unit[SCP_Index] = SC_temp_unit
              • Unit - Turn collision for SCP_Pull_unit[SCP_Index] Off
              • Set SCP_PullTarg[SCP_Index] = SC_temp_point
              • Set Distance[SCP_Index] = 100.00
              • Lightning - Create a Finger of Death lightning effect from source (Position of SCP_Pull_unit[SCP_Index]) to target SCP_PullTarg[SCP_Index]
              • Set SCP_Lightning[SCP_Index] = (Last created lightning effect)
              • Unit Group - Add SCP_Pull_unit[SCP_Index] to SCP_group
              • Custom script: call RemoveLocation(udg_SC_temp_point)
  • Static Charg loop pull
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer SCP_loop) from 1 to SCP_Index, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (SCP_Pull_unit[SCP_loop] is in SCP_group) Equal to True
            • Then - Actions
              • Set Point[1] = (Position of SCP_Pull_unit[SCP_loop])
              • Set Point[2] = (Point[1] offset by 10.00 towards (Angle from Point[1] to SCP_PullTarg[SCP_loop]) degrees)
              • Lightning - Move SCP_Lightning[SCP_loop] to source (Position of SCP_Pull_unit[SCP_loop]) and target SCP_PullTarg[SCP_loop]
              • Unit - Move SCP_Pull_unit[SCP_loop] instantly to Point[2]
              • Set SCP_effect[SCP_loop] = (SCP_effect[SCP_loop] + 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SCP_effect[SCP_loop] Equal to 10
                • Then - Actions
                  • Special Effect - Create a special effect at Point[1] using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Set SCP_effect[SCP_loop] = 0
                • Else - Actions
              • Custom script: call RemoveLocation(udg_Point[1])
              • Custom script: call RemoveLocation(udg_Point[2])
              • Set Distance[SCP_loop] = (Distance[SCP_loop] - 5.00)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Distance[SCP_loop] Less than or equal to 5.00
                • Then - Actions
                  • Lightning - Destroy SCP_Lightning[SCP_loop]
                  • Unit Group - Remove SCP_Pull_unit[SCP_loop] from SCP_group
                  • Set Distance[SCP_loop] = 0.00
                  • Unit - Turn collision for SCP_Pull_unit[SCP_loop] On
                  • Set SCP_Pull_unit[SCP_loop] = No unit
                  • Custom script: call RemoveLocation(udg_SCP_PullTarg[udg_SCP_loop])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Number of units in SCP_group) Equal to 0
                    • Then - Actions
                      • Set SCP_Index = 0
                      • Trigger - Turn off Static Charg loop pull <gen>
                    • Else - Actions
                • Else - Actions
            • Else - Actions
 
Here:
  • Lightning - Change color of (Last created lightning effect) to (0.00 0.00 0.00) with 0.00 alpha
I AM BEGGING YOU!!! PLEASE GIVE ME YOUR MAP SO I CAN FINISH THIS SHIT FOR YOU!!! IF IT IS A WIP OR A SECRET MAP, DELETE/HIDE ALL THE DATA YOU DON'T WANT ME TO SEE!!! I CAN FINISH IT FOR YOU WITHIN 5 MINUTES IF YOU JUST GIVE ME THE GODDAMN MAP!!!
I swear to god I have lost my patience. Just give me the freakin map and I can do EVERYTHING for you, and I can write Trigger comments so you will understand, and absolutely EVERYTHING! I cbf helping you anymore UNLESS YOU GIVE ME THE MAP.
 
Level 15
Joined
Jul 9, 2008
Messages
1,552
that will then make the map lag....... when its got like 100+ l;ightings that are just invisibl............

why give u the map u dont need it the whole spell is done just need to find out the custom script for removing lightning i know there is custom script to remove it i dunno where tho

dont be such a prick and start abusing me because ur impatient
 
I'm a prick? I am TRYING TO HELP YOU, why can't you just co-operate and give me a map? You haven't said a word of thanks throughout the whole thread, and I have helped you many times, though I am regretting it and my patience is dying. Do you know how easy it would be to just attach a map?
I am begging you to just give me the map, and if you don't want to reveal ANY information, it's okay by me, hide it, delete, but keep the triggers. Then, I can improve it, purge it of leaks, and add your lightning thing.
Look, this will save you some lag-space already.
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • SC_LightningOn[SC_Index] Equal to False
    • Then - Actions
    • Else - Actions
SC_LightningOn[] is a array boolean. If it is false, then create a new stupid lightning and set SC_LightningOn[] = true. If it is true, then move the old lightning.
If you don't understand this, then GIVE ME THE MAP.
 
Level 15
Joined
Jul 9, 2008
Messages
1,552
As i said it just makes the lightings invis so when u cast this spell heaps of times it will cause lag
and know i gota fix up my slide dunno whats goin on


ok i have no idea but for some reson the SCP pull Targ is getting set some where els
 
Last edited:
Level 33
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Mind your manner dude, I don't wanna start flame wars or something, you're acting like a child all over the section, lay low dude, everyone got their own opinion, it's not like yours is much better than everyone else on Hive, respect others and you'll be respect
Been watching your attitude for a long time, it just gets on my nerves everytime you're on a thread that had been visited by me, don't make me hate you dude, please
(Well, I could use PM/VM option, but I just want to advice you, in public)
Peace ^^
 
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