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Unit - Damge Target

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Level 2
Joined
Apr 15, 2009
Messages
13
I need a "spell" similiar to this one
Spirit Bomb - The Hive Workshop
Exept , the thing , i want that spell to damage a target it hit.
So i would make dummy that would be Far Seer missile , and lets say i want it to
  • Unit - Order (Last created unit) to Move To ((Position of (Casting unit)) offset by 900.00 towards (Facing of (Casting unit)) degrees)
Now if it hit something before it move that 900 range it deal 100 damage to unit (no AoE).
Oh and , if it doesnt hit anyone and it expire , what would be good and efficiant way (without leaks) to remove unit from game?
 
Level 8
Joined
Aug 3, 2008
Messages
391
Use this:
  • Unit - Add a 60.00 second Generic expiration timer to (Triggering unit)
Then edit it to like the one below. It will kill the moving dummy once the dummy reaches the target destination which in this case is the target unit's location.
  • Unit - Add a ((Distance between (Position of (Casting unit)) and (Position of (Target unit of ability being cast))) / (Current movement speed of (Triggering unit))) second Generic expiration timer to (Triggering unit)
Then maybe make a trigger like this:
  • Dummy Removal
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to YourDummyType
    • Actions
      • Unit - Remove (Dying unit) from the game
It will remove your dummy from the game when it dies.
 
Level 4
Joined
Apr 18, 2009
Messages
127
Well, you might want to try using a region as a point. This will not be MUI then, but its 2.30 am and I'm to tired to do that now. anyways:

  • Dummy
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Yourability
    • Actions
      • Region - Center dummyregion on (Target point of ability being cast)
      • Unit - Create 1 your_dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      • Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
      • -------- The secs depends on how long you want it to last, tho it should be high, since your unit dies anyway when it hits the point. Just try to compare movement speed and time of the dummy --------
      • Unit - Order (Last created unit) to Move To (Target point of ability being cast)
  • Spell
    • Events
      • Unit - A unit enters dummyregion <gen>
    • Conditions
      • (Entering unit) Equal to yourdummy
    • Actions
      • Unit - Cause (Entering unit) to damage circular area after 0.00 seconds of radius 500.00 at (Position of (Entering unit)), dealing 100.00 damage of attack type Spells and damage type Normal
      • -------- ofc the region/dmg etc you have to alter by urself --------
      • Unit - Kill (Entering unit)
  • Dummy Dies
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to your_dummy
    • Actions
      • Unit - Remove (Dying unit) from the game
pagestretch -.-

Anyways, by ordering the dummy to move, you will be granted the vision (edit sight radius for the dummy) as it gets closer to the point. Allthough the downside here is that the max speed is only 522 (552?)

And by using the region you are secured that the unit will not blow up untill it reaches the region
 
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