- Joined
- Apr 4, 2020
- Messages
- 31
Hello,
im currently working on a spell that works like the forcestaff item in dota including a dmg part.
If my hero has another spell learned (Charged) he is supposed to dmg every unit he passes.
Since i dont want the player to use it over cliffs etc, im using @PurgeandFire Walkability Check.
Without the check it works fine but if i'm turning it on, i'm not casting the spell anymore.
This is the config:
Since im still unexperienced with custom spell making i'm using existing spells that are similar to what i'm planning and changing/adding everything as needed.
Now here is the weird part. I tested it on a map with just the walkability check and my spell. The check failed but i could use the spell (Meaning i could use it over cliffs and even outside the map boundaries)
On my original map, i can't use the spell at all. Even if nothing blocks me or im in the open terrain.
I added the spell including the check in the attached map.
What am i missing here or doing wrong?
im currently working on a spell that works like the forcestaff item in dota including a dmg part.
If my hero has another spell learned (Charged) he is supposed to dmg every unit he passes.
Since i dont want the player to use it over cliffs etc, im using @PurgeandFire Walkability Check.
Without the check it works fine but if i'm turning it on, i'm not casting the spell anymore.
This is the config:
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Updraft
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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 Updraft (Force)
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Actions
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Set VariableSet Updraft_User = (Triggering unit)
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Animation - Change (Triggering unit) turn speed to 0.01
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Unit - Turn collision for (Triggering unit) Off.
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Set VariableSet Updraft_Distance = 750.00
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Trigger - Turn on Updraft Loop <gen>
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Updraft Loop
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Events
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Time - Every 0.04 seconds of game time
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Conditions
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Actions
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Trigger - Run Check Walkability <gen> (ignoring conditions)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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Updraft_Distance Less than or equal to 0.00
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-
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Then - Actions
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Animation - Change Updraft_User turn speed to (Default turn speed of Updraft_User)
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Unit - Turn collision for Updraft_User On.
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Trigger - Turn off (This trigger)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Charged for Updraft_User) Greater than or equal to 1
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Then - Actions
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Set VariableSet Updraft_Pos = (Position of Updraft_User)
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Set VariableSet Updraft_Pos_Off = (Updraft_Pos offset by 50.00 towards (Facing of Updraft_User) degrees.)
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Destructible - Pick every destructible within 150.00 of Updraft_Pos and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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(Destructible-type of (Picked destructible)) Equal to Eschental, Baumwand
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(Destructible-type of (Picked destructible)) Equal to Eschental, Baldachinbaum
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-
-
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Then - Actions
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Destructible - Kill (Picked destructible)
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Else - Actions
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Unit - Move Updraft_User instantly to Updraft_Pos_Off
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Special Effect - Create a special effect attached to the origin of Updraft_User using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Set VariableSet Updraft_Distance = (Updraft_Distance - 50.00)
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Unit - Create 1 Dummy for (Owner of Updraft_User) at (Position of Updraft_User) facing Default building facing degrees
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Unit - Add Updraft (Damage) to (Last created unit)
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Unit - Order (Last created unit) to Human Mountain King - Thunder Clap.
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Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
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Custom script: call RemoveLocation(udg_Updraft_Pos)
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Custom script: call RemoveLocation(udg_Updraft_Pos_Off)
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Else - Actions
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Set VariableSet Updraft_Pos = (Position of Updraft_User)
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Set VariableSet Updraft_Pos_Off = (Updraft_Pos offset by 75.00 towards (Facing of Updraft_User) degrees.)
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Destructible - Pick every destructible within 150.00 of Updraft_Pos and do (Actions)
-







Loop - Actions
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










Or - Any (Conditions) are true
-











Conditions
-












(Destructible-type of (Picked destructible)) Equal to Eschental, Baumwand
-












(Destructible-type of (Picked destructible)) Equal to Eschental, Baldachinbaum
-
-
-
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Then - Actions
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Destructible - Kill (Picked destructible)
-
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Else - Actions
-
-
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Unit - Move Updraft_User instantly to Updraft_Pos_Off
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect attached to the origin of Updraft_User using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
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Set VariableSet Updraft_Distance = (Updraft_Distance - 75.00)
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Custom script: call RemoveLocation(udg_Updraft_Pos_Off)
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Custom script: call RemoveLocation(udg_Updraft_Pos)
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-
-
-
-
Since im still unexperienced with custom spell making i'm using existing spells that are similar to what i'm planning and changing/adding everything as needed.
Now here is the weird part. I tested it on a map with just the walkability check and my spell. The check failed but i could use the spell (Meaning i could use it over cliffs and even outside the map boundaries)
On my original map, i can't use the spell at all. Even if nothing blocks me or im in the open terrain.
I added the spell including the check in the attached map.
What am i missing here or doing wrong?


