btw theres an Creation Option in Create Unit effect called Ignore Blockers, thats what i was looking for if u set this on ur building will work like fissure forcing units to move
i was thinking how to make ability like this? i tried to create persistent with periodic offset effect that creates units, but units not creating in a row because some units or terrains r blocking their way spawn, i deleted foot print but then some of units not even spawns because of block, and now i have a question is it possible to make fissure like in DOTA? that spawns over everything and blocks way for units and not being blocked by units when it spawns?
ok i checked Grapple LM and this ability is not working for me at all, when u cast it at target ur unit just start flying outside of map, so i said screw that and created simple ability that pretty nice working, its not target ability, it works like skillshot,well it just creates persistent with offset from caster unit and then sends missile with beam to target, as launch effect i create another persistent on missile unit that periodically search area for target, whent it found target it mark it with modify unit effect to keep beam on target and destroys missile persistent and then i launch caster as missile to founded target, so its pretty easy to make ability.
CASTINGPOSITIVEFIELDRENEW-STARTEventsUnit-AnyUnituses(ABILITY)(BUTTON)«W»PositiveFieldRenew(ANNA)atEffect3-Caststage(Ignoresharedabilities)LocalVariablesConditionsActionsDialog-SetCASTINGBAR[(Triggeringplayer)]minimumvalueto0.0for(Allplayers)Dialog-SetCASTINGBAR[(Triggeringplayer)]currentvalueto0.0for(Allplayers)Dialog-SetCASTINGBAR[(Triggeringplayer)]maximumvalueto10.0for(Allplayers)Variable-SetCASTINGMAXIMUMVALUE[(Triggeringplayer)]=10.0Dialog-SetCASTINGLABEL[(Triggeringplayer)]textto"POSITIVE FIELD FLASH"for(Allplayers)Variable-SetCASTINGBARACTIVITY[(Triggeringplayer)]=TrueDialog-HideINTERRUPTEDDIALOG[(Triggeringplayer)]for(Playergroup((Triggeringplayer)))Dialog-HideINTERRUPTEDBARDIALOG[(Triggeringplayer)]for(Playergroup((Triggeringplayer)))CASTINGPOSITIVEFIELDRENEW-STOPEventsUnit-AnyUnituses(ABILITY)(BUTTON)«W»PositiveFieldRenew(ANNA)atGeneric4-Cancelstage(Ignoresharedabilities)LocalVariablesConditionsActionsDialog-SetCASTINGBAR[(Triggeringplayer)]minimumvalueto0.0for(Allplayers)Dialog-SetCASTINGBAR[(Triggeringplayer)]currentvalueto0.0for(Allplayers)Dialog-SetCASTINGBAR[(Triggeringplayer)]maximumvalueto5.0for(Allplayers)Variable-SetCASTINGMAXIMUMVALUE[(Triggeringplayer)]=5.0Variable-SetCASTINGBARACTIVITY[(Triggeringplayer)]=FalseDialog-ShowINTERRUPTEDBARDIALOG[(Triggeringplayer)]for(Playergroup((Triggeringplayer)))Dialog-ShowINTERRUPTEDDIALOG[(Triggeringplayer)]for(Playergroup((Triggeringplayer)))CASTINGACTIVITYEventsTimer-Every0.1secondsofGameTimeLocalVariablesConditionsActionsPlayerGroup-PickeachplayerinACTIVEPLAYERSanddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(UnittypeofCHARACTER[(Pickedplayer)])==(UNIT)ANNA(MEDIC)(CurrentvalueofCASTINGBAR[(Pickedplayer)]for(Pickedplayer))!=CASTINGMAXIMUMVALUE[(Pickedplayer)]ThenDialog-SetCASTINGBAR[(Pickedplayer)]currentvalueto((CurrentvalueofCASTINGBAR[(Pickedplayer)]for(Pickedplayer))+1.0)for(Playergroup((Pickedplayer)))ElseCASTINGACTIVITY2EventsTimer-Every0.0secondsofGameTimeLocalVariablesConditionsActionsPlayerGroup-PickeachplayerinACTIVEPLAYERSanddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(UnittypeofCHARACTER[(Pickedplayer)])==(UNIT)ANNA(MEDIC)(CurrentvalueofCASTINGBAR[(Pickedplayer)]for(Pickedplayer))==CASTINGMAXIMUMVALUE[(Pickedplayer)]ThenDialog-HideINTERRUPTEDDIALOG[(Pickedplayer)]for(Playergroup((Pickedplayer)))Dialog-HideINTERRUPTEDBARDIALOG[(Pickedplayer)]for(Playergroup((Pickedplayer)))Variable-SetCASTINGBARACTIVITY[(Pickedplayer)]=FalseElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfCASTINGBARACTIVITY[(Pickedplayer)]==TrueThenDialog-ShowCASTINGBARDIALOG[(Pickedplayer)]for(Playergroup((Pickedplayer)))Dialog-ShowCASTINGDIALOG[(Pickedplayer)]for(Playergroup((Pickedplayer)))ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfCASTINGBARACTIVITY[(Pickedplayer)]==FalseThenDialog-HideCASTINGBARDIALOG[(Pickedplayer)]for(Playergroup((Pickedplayer)))Dialog-HideCASTINGDIALOG[(Pickedplayer)]for(Playergroup((Pickedplayer)))Else
0
and also u can make a little dialog that shows number of stacks right over buff icon.
0
Well it's to late since I made one :p
0
btw theres an Creation Option in Create Unit effect called Ignore Blockers, thats what i was looking for if u set this on ur building will work like fissure forcing units to move
0
no footprint, looks like it was about radius, i made it 0.1 and its working well
btw iv found pretty nice model for that,
0
i was thinking how to make ability like this? i tried to create persistent with periodic offset effect that creates units, but units not creating in a row because some units or terrains r blocking their way spawn, i deleted foot print but then some of units not even spawns because of block, and now i have a question is it possible to make fissure like in DOTA? that spawns over everything and blocks way for units and not being blocked by units when it spawns?
0
ok i checked Grapple LM and this ability is not working for me at all, when u cast it at target ur unit just start flying outside of map, so i said screw that and created simple ability that pretty nice working, its not target ability, it works like skillshot,well it just creates persistent with offset from caster unit and then sends missile with beam to target, as launch effect i create another persistent on missile unit that periodically search area for target, whent it found target it mark it with modify unit effect to keep beam on target and destroys missile persistent and then i launch caster as missile to founded target, so its pretty easy to make ability.
0
Btw why I can't update bar value less than 0.1 periodic? Is it bug Of event? Becuz of that progress activity looks like it's NES gamE
Anybody knows name of original casting panel in UI code? Mb I can change that one? But it looks like it's part of status bar
0
how do i create something like this? I need to create circle with 32 points of radius 5, i need only border points
0
thx alot
0
cmon guys ;/
0
ok anyone knows why theres just a leap ability in void mod instead of grappling hook like in lotv previews?
0
looks like its working just fine, so thank you for tip.
0
ok heres what i did
0
I'm talking about black whole when u build protoss structures
0
ill try it ty, so theres no way to pick current value of casting progress?