You can use validators to check whether a unit is on creep. Actually travelling like your second picture suggests is next to impossible, as you can't work with a static number of "wavefronts". The problem mainly arises if the creep is arranged in a "net" structure, as you can't simply send along dummy units that are bound to the creep (they would have to identify and multiply at each fork)
What you can do is create a search that expands radially outwards from the hero, this would hit the left side of the bottom-right blob before it reaches the top-right bend in your picture though. It would also work with disconnected creep patches, for example in your picture if you remove the rectangular path the right blob would still get hit. You can add a radial check in the form of a projectile launched from the hero that dies when off creep, this would then require the straight line between the hero and the intended target to be completely filled with creep. (except collision-detecting projectiles are limited in their speed and accuracy)
Antimatterthunder AuthorI am working on a hero that has various abilities that place down creep in differant formations, including generating creep at the heros feet wherever it walks...
I need to make an ability that, upon use, sends a "Wave" through the creep, dealing damage to enemies on the creep, with the center of the wave starting at the location of the hero... to better illustrate exactly how i need this to happin here are some poorly drawn paint documents
Key:
Purple-Creep
Pentagon-Hero (Source of Shockwave)
Arrows-Path the creep shockwave will take
Here is a standard case, where there is just a circle of creep
This one is a bit more trickey
How could i go about creating somthing like this with data? i could bring triggers in to the mix if need be.
http://www.facebook.com/SC2Frenzy