You will need to give us a lot more information, so we can help you. Not everyone knows Dota or Warcraft 3 spells, and a "spell with waves" doesn't tell us anything about what this spell should do.
For everyone else: He wants to create a spell, which spawns projectiles moving in a square area centered at the caster. The particles spawn at the edge of the square behind the caster at a random point on the edge and travel in facing direction of the caster (or rather the angle from cast point to target point) until they reach the front edge of the square and disappear. Projectiles colliding with enemies along this path explode and deal AoE damage.
Example:
As you can see, I happen to know these spells, but still I am missing vital information: You mention, it is "working fine" but without ANY information about your realization at all. How do you get your desired behavior? Spawning dummy units? Missiles? Actors on Mover Sites? If units, how do you move them? Orders, Force effects? Also, do you use the channeling version of the Beastmaster or the instant cast from Tinker?
There is some old thread in the data forums where a lot of WC3 abilities were being recreated. I gave a solution for it there. Long answer short have a row of hidden units that periodically (with random factor) fire colliding missiles with a throw driver and distance expire.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Yea sorry, english is not my main language so I didn't really know how to explain the spell to you.
Same for my actual work, here is the video, more explicit :
I spawn projectiles, with Launch Missile Effects.
As u can see, if I point north, it works fine, because the global grid is like this. But when I point anywhere else, the grid is still north-oriented, and I doesn't follow the orientation of the caster.
The launch missile effect have : Target Point for both Launching and Impact Position with an offset of 10 for the impact and -10 for launch.
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Hello,
I want to make a spell with waves, like Tinker in Dota or original Beastmaster's 6 in WarCraft 3.
It works fine, but the problem is that the units don't follow my caster's orientation...
Any ideas ?
Hey.
You will need to give us a lot more information, so we can help you. Not everyone knows Dota or Warcraft 3 spells, and a "spell with waves" doesn't tell us anything about what this spell should do.
For everyone else: He wants to create a spell, which spawns projectiles moving in a square area centered at the caster. The particles spawn at the edge of the square behind the caster at a random point on the edge and travel in facing direction of the caster (or rather the angle from cast point to target point) until they reach the front edge of the square and disappear. Projectiles colliding with enemies along this path explode and deal AoE damage.
Example:
As you can see, I happen to know these spells, but still I am missing vital information: You mention, it is "working fine" but without ANY information about your realization at all. How do you get your desired behavior? Spawning dummy units? Missiles? Actors on Mover Sites? If units, how do you move them? Orders, Force effects? Also, do you use the channeling version of the Beastmaster or the instant cast from Tinker?
There is some old thread in the data forums where a lot of WC3 abilities were being recreated. I gave a solution for it there. Long answer short have a row of hidden units that periodically (with random factor) fire colliding missiles with a throw driver and distance expire.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Yea sorry, english is not my main language so I didn't really know how to explain the spell to you. Same for my actual work, here is the video, more explicit : I spawn projectiles, with Launch Missile Effects.
As u can see, if I point north, it works fine, because the global grid is like this. But when I point anywhere else, the grid is still north-oriented, and I doesn't follow the orientation of the caster.
The launch missile effect have : Target Point for both Launching and Impact Position with an offset of 10 for the impact and -10 for launch.