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Vortex of Destruction - v0.02

Submitted by D4RK_G4ND4LF
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]

VortexCast
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Vortex of Destruction
  • Actions
    • Set loc = (Position of (Triggering unit))
    • Set loc2 = (Target point of ability being cast)
    • -------- Launching Angle --------
    • Set a = (Angle from loc to loc2)
    • Set Vortex_Max = (Vortex_Max + 1)
    • -------- Caster --------
    • Set Vortex_Caster[Vortex_Max] = (Triggering unit)
    • -------- Damage per sphere --------
    • Set Vortex_Damage[Vortex_Max] = 30.00
    • -------- Total damage dealt --------
    • Set Vortex_Heal[(Vortex_Max x 3)] = 0.00
    • -------- Percentage of heal of total damage --------
    • Set Vortex_Heal[((Vortex_Max x 3) + 1)] = 0.10
    • -------- Heal per tree --------
    • Set Vortex_Heal[((Vortex_Max x 3) + 2)] = 10.00
    • -------- Normal AoE --------
    • Set Vortex_AoE[(Vortex_Max x 2)] = 200.00
    • -------- AoE at the end --------
    • Set Vortex_AoE[((Vortex_Max x 2) + 1)] = 400.00
    • -------- Damage Sfx --------
    • Set Vortex_Sfx[(Vortex_Max x 4)] = Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
    • -------- End Damage Sfx --------
    • Set Vortex_Sfx[((Vortex_Max x 4) + 1)] = Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
    • -------- Heal Sfx --------
    • Set Vortex_Sfx[((Vortex_Max x 4) + 2)] = Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
    • -------- Tree Kill Sfx --------
    • Set Vortex_Sfx[((Vortex_Max x 4) + 3)] = Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
    • -------- Speed --------
    • Set Vortex_Speed[(Vortex_Max x 3)] = 25.00
    • -------- To improve performance we save x- and y-Speed (so we don't have to calculate them again and again) --------
    • -------- Vertical Speed --------
    • Set Vortex_Speed[((Vortex_Max x 3) + 1)] = (Vortex_Speed[(Vortex_Max x 3)] x (Cos(a)))
    • -------- Horizontal Speed --------
    • Set Vortex_Speed[((Vortex_Max x 3) + 2)] = (Vortex_Speed[(Vortex_Max x 3)] x (Sin(a)))
    • -------- Distance traveled --------
    • Set Vortex_Distance[(Vortex_Max x 2)] = 0.00
    • -------- Max Distance --------
    • Set Vortex_Distance[((Vortex_Max x 2) + 1)] = (Distance between loc and loc2)
    • -------- Sphere Rotation Speed --------
    • Set Vortex_Rotation_Speed[Vortex_Max] = 10.00
    • -------- Distance between main missile and spheres --------
    • Set Vortex_Radius[Vortex_Max] = 100.00
    • -------- Creating the main missile --------
    • Unit - Create 1 Vortex_Dummy for (Owner of (Triggering unit)) at loc facing a degrees
    • -------- Remember: To change flying heigt with this your dummy mustn't fly but he must have the storm crow ability --------
    • Animation - Change (Last created unit) flying height to 200.00 at 0.00
    • Animation - Change (Last created unit)'s size to (300.00%, 300.00%, 300.00%) of its original size
    • -------- Setting the main missile --------
    • Set Vortex_Missile[Vortex_Max] = (Last created unit)
    • -------- Cause we can't add or remvoe units from groups which aren't created yet we need to create them --------
    • -------- Initializing group if not created yet --------
    • -------- To prevent new groups from being destroyed --------
    • Custom script: set bj_wantDestroyGroup = false
    • Custom script: if udg_Vortex_Sphere[udg_Vortex_Max] == null then
    • Set Vortex_Sphere[Vortex_Max] = (Random 0 units from Vortex_Sphere[0])
    • Custom script: endif
    • -------- Initializing group if not created yet --------
    • Custom script: if udg_Vortex_Struck[udg_Vortex_Max] == null then
    • Set Vortex_Struck[Vortex_Max] = (Random 0 units from Vortex_Struck[0])
    • Custom script: endif
    • -------- Creating spheres and adding them to their corresponding group --------
    • For each (Integer i) from 1 to ((Level of Vortex of Destruction for (Triggering unit)) x 3), do (Actions)
      • Loop - Actions
        • Unit - Create 1 Vortex_Dummy for (Owner of (Triggering unit)) at loc facing a degrees
        • Unit Group - Add (Last created unit) to Vortex_Sphere[Vortex_Max]
    • -------- Creating a dummy to check if a destructible is a tree --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • harvester Not equal to No unit
        • (harvester is dead) Equal to False
      • Then - Actions
      • Else - Actions
        • Unit - Create 1 Peasant for Neutral Passive at loc facing 0.00 degrees
        • Set harvester = (Last created unit)
        • Unit - Hide (Last created unit)
    • -------- Removing leaks --------
    • Custom script: call RemoveLocation( udg_loc )
    • Custom script: call RemoveLocation( udg_loc2 )
    • -------- Turning on the main trigger --------
    • Trigger - Turn on VortexLoop <gen>

VortexLoop
  • Events
    • Time - Every 0.03 seconds of game time
  • Conditions
  • Actions
    • -------- Loop threw all instances and.... --------
    • For each (Integer i) from 1 to Vortex_Max, do (Actions)
      • Loop - Actions
        • -------- Increase distance traveled --------
        • Set Vortex_Distance[(i x 2)] = (Vortex_Distance[(i x 2)] + Vortex_Speed[(i x 3)])
        • -------- Check if: --------
        • -------- Caster and main missile are alive --------
        • -------- Not removed --------
        • -------- Within the map bounds --------
        • -------- Spheres left --------
        • -------- Travaled distance less than or equal to max distance --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Vortex_Caster[i] Not equal to No unit
            • Vortex_Missile[i] Not equal to No unit
            • (Vortex_Caster[i] is dead) Equal to False
            • (Vortex_Missile[i] is dead) Equal to False
            • ((Playable map area) contains Vortex_Missile[i]) Equal to True
            • (Vortex_Sphere[i] is empty) Equal to False
            • Vortex_Distance[(i x 2)] Less than or equal to Vortex_Distance[((i x 2) + 1)]
          • Then - Actions
            • -------- Set x- and y-position of the main missile --------
            • Custom script: set udg_x = GetUnitX( udg_Vortex_Missile[udg_i] )
            • Custom script: set udg_y = GetUnitY( udg_Vortex_Missile[udg_i] )
            • -------- Move position forward --------
            • Set x = (x + Vortex_Speed[((i x 3) + 1)])
            • Set y = (y + Vortex_Speed[((i x 3) + 2)])
            • -------- Move main missile to new position --------
            • Custom script: call SetUnitX( udg_Vortex_Missile[udg_i], udg_x )
            • Custom script: call SetUnitY( udg_Vortex_Missile[udg_i], udg_y )
            • Set loc = (Point(x, y))
            • Custom script: set bj_wantDestroyGroup = true
            • -------- Pick all valid enemys --------
            • Unit Group - Pick every unit in (Units within Vortex_AoE[(i x 2)] of loc matching ((((((Matching unit) is A structure) Equal to False) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) is A flying unit) Equal to False)) and ((((Matching unit) is Magic Immune) Equal to Fa and do (Actions)
              • Loop - Actions
                • -------- Add to debug group so they won't be damaged again --------
                • Unit Group - Add (Picked unit) to Vortex_Struck[i]
                • -------- Deal damage equal to the number of spheres * damage --------
                • Unit - Cause Vortex_Caster[i] to damage (Picked unit), dealing ((Real((Number of units in Vortex_Sphere[i]))) x Vortex_Damage[i]) damage of attack type Spells and damage type Normal
                • -------- Save total damage dealt * decrement --------
                • Set Vortex_Heal[(i x 3)] = (Vortex_Heal[(i x 3)] + (((Real((Number of units in Vortex_Sphere[i]))) x Vortex_Damage[i]) x Vortex_Heal[((i x 3) + 1)]))
                • -------- Create special effect --------
                • Special Effect - Create a special effect attached to the origin of (Picked unit) using Vortex_Sfx[(i x 4)]
                • Special Effect - Destroy (Last created special effect)
                • -------- Remove a sphere from the sphere group --------
                • Set u = (Random unit from Vortex_Sphere[i])
                • Unit Group - Remove u from Vortex_Sphere[i]
                • Unit - Remove u from the game
            • -------- Aplly tree check and kill tree --------
            • Destructible - Pick every destructible within Vortex_AoE[(i x 2)] of loc and do (Actions)
              • Loop - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • ((Picked destructible) is dead) Equal to False
                  • Then - Actions
                    • Custom script: call SetUnitX( udg_harvester, udg_x )
                    • Custom script: call SetUnitY( udg_harvester, udg_y )
                    • Unit - Order harvester to Harvest (Picked destructible)
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Current order of harvester) Equal to (Order(harvest))
                      • Then - Actions
                        • -------- Increase total damage by tree ammount --------
                        • Set Vortex_Heal[(i x 3)] = (Vortex_Heal[(i x 3)] + Vortex_Heal[((i x 3) + 2)])
                        • Set loc2 = (Position of (Picked destructible))
                        • Special Effect - Create a special effect at loc2 using Vortex_Sfx[((i x 4) + 3)]
                        • Special Effect - Destroy (Last created special effect)
                        • Destructible - Kill (Picked destructible)
                        • Custom script: call RemoveLocation( udg_loc2 )
                      • Else - Actions
                    • Unit - Order harvester to Stop
                  • Else - Actions
            • -------- Increase rotation angle by rotation speed --------
            • Set Vortex_Rotation_Angle[i] = ((Vortex_Rotation_Angle[i] + Vortex_Rotation_Speed[i]) mod 360.00)
            • Set i2 = 0
            • -------- Rotate spheres around main missile --------
            • -------- Actually it is too complicated to explain why this works without pictures so I won't :P --------
            • Unit Group - Pick every unit in Vortex_Sphere[i] and do (Actions)
              • Loop - Actions
                • Set a = (Vortex_Rotation_Angle[i] + ((360.00 / (Real((Number of units in Vortex_Sphere[i])))) x (Real(i2))))
                • Animation - Change (Picked unit) flying height to (((Sin(a)) x Vortex_Radius[i]) + ((Current flying height of Vortex_Missile[i]) + 45.00)) at 0.00
                • Set x2 = (x + ((Sin((Facing of Vortex_Missile[i]))) x ((Cos(a)) x Vortex_Radius[i])))
                • Set y2 = (y + ((Cos((Facing of Vortex_Missile[i]))) x ((Cos(a)) x Vortex_Radius[i])))
                • Set x2 = (x + ((Cos(((Facing of Vortex_Missile[i]) + 90.00))) x ((Cos(a)) x Vortex_Radius[i])))
                • Set y2 = (y + ((Sin(((Facing of Vortex_Missile[i]) + 90.00))) x ((Cos(a)) x Vortex_Radius[i])))
                • Custom script: call SetUnitX( GetEnumUnit(), udg_x2 )
                • Custom script: call SetUnitY( GetEnumUnit(), udg_y2 )
                • Set i2 = (i2 + 1)
            • Custom script: call RemoveLocation( udg_loc )
          • Else - Actions
            • -------- Actions on end of travel --------
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Vortex_Caster[i] Not equal to No unit
                • (Vortex_Caster[i] is dead) Equal to False
                • Vortex_Heal[(i x 3)] Not equal to 0.00
              • Then - Actions
                • Set loc = (Position of Vortex_Missile[i])
                • -------- Apply heal --------
                • Unit - Set life of Vortex_Caster[i] to ((Life of Vortex_Caster[i]) + Vortex_Heal[(i x 3)])
                • Special Effect - Create a special effect attached to the origin of Vortex_Caster[i] using Vortex_Sfx[((i x 4) + 2)]
                • Special Effect - Destroy (Last created special effect)
                • -------- Display heal ammount --------
                • Floating Text - Create floating text that reads ((String((Integer(Vortex_Heal[(i x 3)])))) + !!) above Vortex_Caster[i] with Z offset 0.00, using font size 10.00, color (60.00%, 0.00%, 80.00%), and 0.00% transparency
                • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                • Floating Text - Change (Last created floating text): Disable permanence
                • Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
                • Custom script: set bj_wantDestroyGroup = true
                • -------- Pick all valid enemys (including the ones which were hit already) --------
                • Unit Group - Pick every unit in (Units within Vortex_AoE[((i x 2) + 1)] of loc matching ((((((Matching unit) is A structure) Equal to False) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) is A flying unit) Equal to False)) and ((((Matching unit) is Magic Immune) Equal and do (Actions)
                  • Loop - Actions
                    • -------- Deal damage equal to total damage --------
                    • Unit - Cause Vortex_Caster[i] to damage (Picked unit), dealing Vortex_Heal[(i x 3)] damage of attack type Spells and damage type Normal
                    • Special Effect - Create a special effect attached to the origin of (Picked unit) using Vortex_Sfx[((i x 4) + 1)]
                    • Special Effect - Destroy (Last created special effect)
                • Custom script: call RemoveLocation( udg_loc )
              • Else - Actions
            • -------- Remove main missile --------
            • Unit - Remove Vortex_Missile[i] from the game
            • -------- Remove spheres --------
            • Unit Group - Pick every unit in Vortex_Sphere[i] and do (Actions)
              • Loop - Actions
                • Unit - Remove (Picked unit) from the game
            • -------- Shift data to increase performance of loop --------
            • Set Vortex_Missile[i] = Vortex_Missile[Vortex_Max]
            • Set Vortex_Caster[i] = Vortex_Caster[Vortex_Max]
            • Set Vortex_Damage[i] = Vortex_Damage[Vortex_Max]
            • Set Vortex_Heal[(i x 3)] = Vortex_Heal[(Vortex_Max x 3)]
            • Set Vortex_Heal[((i x 3) + 1)] = Vortex_Heal[((Vortex_Max x 3) + 1)]
            • Set Vortex_Heal[((i x 3) + 2)] = Vortex_Heal[((Vortex_Max x 3) + 2)]
            • Set Vortex_AoE[(i x 2)] = Vortex_AoE[(Vortex_Max x 2)]
            • Set Vortex_AoE[((i x 2) + 1)] = Vortex_AoE[((Vortex_Max x 2) + 1)]
            • Set Vortex_Speed[(i x 3)] = Vortex_Speed[(Vortex_Max x 3)]
            • Set Vortex_Speed[((i x 3) + 1)] = Vortex_Speed[((Vortex_Max x 3) + 1)]
            • Set Vortex_Speed[((i x 3) + 2)] = Vortex_Speed[((Vortex_Max x 3) + 2)]
            • Set Vortex_Rotation_Speed[i] = Vortex_Rotation_Speed[Vortex_Max]
            • Set Vortex_Rotation_Angle[i] = Vortex_Rotation_Angle[Vortex_Max]
            • Set Vortex_Radius[i] = Vortex_Radius[Vortex_Max]
            • Set Vortex_Distance[(i x 2)] = Vortex_Distance[(Vortex_Max x 2)]
            • Set Vortex_Distance[((i x 2) + 1)] = Vortex_Distance[((Vortex_Max x 2) + 1)]
            • Set Vortex_Sfx[(i x 4)] = Vortex_Sfx[(Vortex_Max x 4)]
            • Set Vortex_Sfx[((i x 4) + 1)] = Vortex_Sfx[((Vortex_Max x 4) + 1)]
            • Set Vortex_Sfx[((i x 4) + 2)] = Vortex_Sfx[((Vortex_Max x 4) + 2)]
            • Set Vortex_Sfx[((i x 4) + 3)] = Vortex_Sfx[((Vortex_Max x 4) + 3)]
            • Unit Group - Remove all units from Vortex_Struck[i]
            • Unit Group - Add all units of Vortex_Struck[Vortex_Max] to Vortex_Struck[i]
            • Unit Group - Remove all units from Vortex_Struck[Vortex_Max]
            • Unit Group - Remove all units from Vortex_Sphere[i]
            • Unit Group - Add all units of Vortex_Sphere[Vortex_Max] to Vortex_Sphere[i]
            • Unit Group - Remove all units from Vortex_Sphere[Vortex_Max]
            • -------- Decrease loop integer --------
            • Set Vortex_Max = (Vortex_Max - 1)
            • Set i = (i - 1)
    • -------- Turn trigger off if there are no instances left --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Vortex_Max Less than 1
      • Then - Actions
        • Trigger - Turn off (This trigger)
      • Else - Actions


If anyone wants to know why this kind of 3D-Polar-Projection works the person may ask me

Keywords:
Vortex of Destruction, Vortex, Tornado, death, death coil, XAOS_WIZARD, D4RK_G4ND4LF
Contents

Vortex of Destruction (Map)

Reviews
Moderator
02:06, 1st Dec 2009 TriggerHappy: Nice Spell. Sorry for the leak misunderstanding.
  1. 02:06, 1st Dec 2009
    TriggerHappy:

    Nice Spell. Sorry for the leak misunderstanding.
     
  2. D4RK_G4ND4LF

    D4RK_G4ND4LF

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    Attaching Tooltip
     

    Attached Files:

  3. Dark_Axl

    Dark_Axl

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    ehm... the spell looks cool in-game. but the spell isn't MUI and bugged if cast when another is being cast.
     
  4. D4RK_G4ND4LF

    D4RK_G4ND4LF

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    5 minutes before I uploaded it worked 100% and could be spammed 1000 times

    must have been some recent change

    wait a sec

    edit:
    wtf
    I changed cooldown back to 0 for testing reason and it works fine
    I changed to 25 again and it bugged o_O

    edit2:
    bug is caused by
    "set bj_wantDestroyGroup = true" in the "Reset Cooldown" trigger
    it destroys the new groups for the spheres :/
    will be fixed in 2 mins

    edit3:
    fixed
     
  5. biHmapmaker

    biHmapmaker

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    Yea... really cool spell...
    Maybe you make elemental vortex with random colors :D:D:D:D
    Just joking :)
    approved :)
    Just keep it at good work :=)
     
  6. xxdingo93xx

    xxdingo93xx

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    Looks wierd when the missiles suddenly disappear. Maybe adding matching effects would fit well ... for the rest I like it. Reminds me to my (already deleted) spell "Nightmare Missile" ... ;)
    The automatical cooldown reset trigger sux btw :/
    I tested if it's MUI and I'm doubting it. I suggest you check it again. I won't vote for now.
     
  7. D4RK_G4ND4LF

    D4RK_G4ND4LF

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    why?

    why?

    constructive criticism is helpful but this is not
     
    Last edited: Nov 22, 2009
  8. Karaterat

    Karaterat

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    i luv ur spells, definetly usin in ma map
     
  9. xxdingo93xx

    xxdingo93xx

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    1. Because it disables the tester to check whether it is MUI/MPI or not. Refreshing per ESC or alike is way much better for testing maps.

    2. I ordered 2 units to cast the spell instantly after each other. The second cast had no graphics so far I remember.
     
  10. D4RK_G4ND4LF

    D4RK_G4ND4LF

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    1. How does it disable the tester to check whether it is MUI/MPI or not?

    2. how did you do that? heros are selected separately so there is no way you can cast it twice "instantly"

    but I made a trigger like that:
    • Untitled Trigger 001
      • Events
        • Time - Every 0.50 seconds of game time
      • Conditions
      • Actions
        • Unit Group - Pick every unit in (Units of type XAOS_WIZARD) and do (Actions)
          • Loop - Actions
            • Unit - Order (Picked unit) to Night Elf Wisp - Detonate (Center of (Playable map area))
    and set order string of the spell to detonate and this is how it turned out:
    Screenshot
    [​IMG]

    and this looks like it is supposed to be
    so I don't think that anything is wrong with it
     

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  11. Deuterium

    Deuterium

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    come on dark its about time u learn Jass :p however i didnt check the code bit by bit... but coding seems fine for a GUI spell :)
     
  12. baassee

    baassee

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    I would rather call it exclusive for a GUI spell ;)
     
  13. BlackHawk

    BlackHawk

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    Epic spell ;)

    Personally i would like it more if the missile moves a determined distance, instead the distance between caster and targeted point because it happens always to me that I click on a place directly in front of the caster and so can´t use the full strength of the spell xDD

    But thats easy to change so it doesn´t matter.

    5/5 from me :)

    Offtopic: I think I got the 2D-Array thing you told me :grin:

    ~Greetz BlackHawk
     
  14. huiren92

    huiren92

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    WA!! SOME MANY TRIGGERS!! I SEE ALREADY ALMOST FAINTED !! but still got the download but i don't know how to import in the spell and thats the problem...
     
  15. COMBO

    COMBO

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    Desroyed on tool tip :p
     
  16. Spiritless_One

    Spiritless_One

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    Very nice spell and awsome graphics.
    5/5
     
  17. aider

    aider

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    wow, really cool. Never seen anything like it. Anyway, how can I reduce the speed the spell moves? I want to use it in a boss fight, where the players should dodge the spell, in order prevent the Boss getting too much healing % from the total dmg done.
     
  18. D4RK_G4ND4LF

    D4RK_G4ND4LF

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    modify the speed variable
    [​IMG][​IMG][​IMG] -------- Speed --------
    [​IMG][​IMG][​IMG] Set Vortex_Speed[(Vortex_Max x 3)] = 25.00
    higher value = faster
     
  19. baassee

    baassee

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    ...and 0 = No movement at all.