Warcraft III resources & community, 2003–2006 · archived

A fire Walk spell

13 posts
#1

A fire Walk spell

I have been trying to make a spell that you turn on and then when you walk it leaves fire behind you, i got the fire and damage to go but im using a system that involves summoning invisible units and when the guy tries to walk down it screws up and he runs into something, the units summoned are walkable and have no collision size, i need help please
#2
I believe it already exists... look for it into the spells section please.

~Daelin
#3
I know it already exists, but it doens't want to open in my editor, and I don't want to just steal someones, I want to know what the problem is that makes mine do what it does
#4
Well... in that case I can only help you.

So, you say that you have a problem with the units getting stuck into them? Did you give the dummy units permanent immolation or something like that? And if you did... try making them flying units or give them "Locust" ability to make them untargetable. This should theoretically solve the problem. And don't make them invisible. Just give them the "none.mdl" model. ;)

~Daelin
#5
Ooops... double post. Sorry. Can someone delete this please?
#6
Okay, look thats just what I did, it summons locusts that look like fire and have perma immolation, but something is still wrong, I could set up the position for them with a polar offset in the opposite angle they are facing but im not sure how to do one that automatically gets their angle and reverses it, and I dont want to go through 360 separate ones
#7
You know... You can create them only when the caster moves just like in Diablo? I mean... watch when an units current action is "move" and then create these dummy units behind him. If you have a problem with collision... Can you send me the map to have a look at it? My adress is [email protected]

~Daelin
#8
How can I make them be summoned directly behind the caster? is there a function that would let me do this?
#9
Well... you can create them with the Polar Offset (Position of (Casting Unit) offset by 50 towards (Facing of (Casting Unit)-180)). When an unit moves, it is facing the direction it is moving. Got it?

~Daelin
#10
Um -180 or plus 180? becuase if he was facing 90 degrees (north) then it would place it at -90 degrees, which doesnt exist, so would it not be +180?
#11
one tiny tidbit you might want to learn, is if you want the fire to do increasingly higher damage, you have 3 options (one which doesn't work)

a) you make a levelable immolation spell (doesn't work)

b) you make 4 skills corresponding to each level and use way more triggers than are needed. (not suggested cause #3 is best)

c) you give them an actiavatble immolation ability and give that 1 ability X amount of levels. Then when the unit is spawned, set the level accordingly of the act. immo. and order them to activate the ability.

For some reason, a) makes the immolation only work on level 1, so i've found out that c) is the best way to do this, that is, if you're making the fire do more damage depending on the level.


This might help, or it might not, but either way, it's good to know for making spells like this with as little triggers as possible.


BTW when i'm talking about immolation that doesn't work, i mean passive perm. immolation (like what infernals have.) Naturally it does work, but you can't set it to work properly with triggers.
#12
Both work from my knowledge but... Indeed, +180 sounds more correctly (trigonometry...).

~Daelin
#13
To drainpipe guy, I already have the immolation going, I originally did thing where it adds the spell at the correct level but this made it lag somewhat so it is now just a perma immolation with several tiered units each with its correct amount of immolation