i have 2 problems concerning making specific spells
ok first one is roundhouse kick for my martial arts skills in my rpg.
the part i dont know about is making the explosions go the right direction.
the hero is the X in this picture
8 7 6
1 X 5
2 3 4
the number is the order of the explosions. as you see, they go in a circle, thus the skill roundhouse kick.
I made 9 devourers on a location and erased em 1 by 1 with waits in between so i could see the order they go in
it went like this:
3 5 7
2 4 8
1 6 9
as you can see, they are different.
so how would i get the locations to go in the order i want?
I now ill probably have to create and remove 9 devouers more than once for this to work.
second question is, i want a skill to be Fire Wall, In which a grid is used so that when u cast it it looks like this:
X is you, F is a firebat.
F
F ........X
F
F
want the firebats not to spawn right next toyou, i want there to be some distance. also, if possible, i want the bats to not move and to be cloaked as well
Thanks a lot
You are correct. The devourers have to becreated and given multiple times for the spell to work.
You could spawn the firebats next to X and then use the mobile grid to move them afterwards.
There is no way to prevent the firebats from moving without either continually moving them to a location or by giving them to a neutral player. You can cloak the firebats with an arbiter.
ok i think i got the fire wall thing figured how i want it but you didnt really explain the kick thing.
i know what order devouers are erased in, but the location doesnt really seem to go the same way. from whatt i know there is no possible way to get the location to be moved to the top middle spot.
I know thats not true, but i dont know how i would do it
After creating nine devourers, you can give from zero to eight of them to another player. Centering a location on the devourer owned by the original player at anywhere will result in a location centering on a devourer closer to the bottom left of the map.
You yourself figured this out already:
QUOTE(qw3rty)
I made 9 devourers on a location and erased em 1 by 1 with waits in between so i could see the order they go in
it went like this:
3 5 7
2 4 8
1 6 9
as you can see, they are different.
I did some testing on my own. Here are my notes:
QUOTE(Mobile Grid Test)
After giving a certain number of grid units and centering location x on them, these results show where a zergling wwill be placed if created at location x.
Grid 0: SW NW N NE
Grid 1: W W M E
Grid 2: NW SW S SE
Grid 3: N
Grid 4: S
Grid 5: M
Grid 6: NE
Grid 7: E
Grid 8: SE
*Grid 0-8 refers to the # of grid units (mutalisk; guardian; devourer) given.
You can use the given information to determine where you want the explosions to take place around X (or 4 on the grid).
Urmom(U) might have something to add, as he is an expert on this subject. ok i got it working perfectly and it looks awesome, but i ran into other problems.
one of the othr martial arts skills i have, is backflip attack.
these are the main actions of the trigger:
move 1 hero unit for current player at 'anywhere' to 'holding area'
create 2 infested terran at p1(the location where u just were) for current player.
wait 1300
remove all infested terran at 'anywhere' for current player
create 9 devourers for current player
remove 8 .....
center location 'frid 1' on devourer.....
move all hero unit from holding area to grid 1
remove all infested terran...
it is supposed to be if you are surrounded, you switch yourself for infested terran, they blow up on the enemies, and you reappear off to the corner, and are not surrounded any more and have weakened enemies as well.
It works fine, exept when you do it near terrain where 'grid 1' is centered over terrain where you cant go to.
then your guy ends up stuck in holding area forever.
how do i solve this?
When the hero gets stuck in the holding area, you could do some more air displacement to get a different location (Like, create 9 devourers and center the location without removing any first, so it'll be the left corner), then, if that doesn't work either, just move it back where it was originally.
Ok i got all that working, now im having problems with the firewall spell.
firebats, being smaller than devourers, leave gaps between them when you place them using devourers for the grid. i realize that this means ill have to use units the same size as firebats to do this then. the only air unit that comes to mind is the scourge.
But using scourges for a grid is much harder than using devourers, since it is easier to handle 9 devourers than like 50 scourges.
I want the wall of firebats to appear a reasonable distance away from the caster, and i want it to be a decent length.
But i dont know how many units to create and give for each of the spaces.
This is the picture i have in mind
F = firebat, X = you
F
F
F.....X
F
F
i dont mind if there are a different amount of firebats, but 4 to 5 would be good.
thanks again, i know i am asking a lot of questions
How about if you placed 2 bats at each location?
Trigger |
Description: |
... |
|
Players: |
¤ player x |
Conditions: |
¤ condition to trig spell |
Actions: |
¤ create 1 devour at loc 1 for player x
|
¤ kill all units at loc 1
|
¤ wait 5 milasecs
|
¤ create 1 devour at loc 2 for player x
|
¤ kill al units at loc 2
|
¤ wait 5 milasecs
|
¤ create 1 devour at loc 3 for player x
|
¤ kill al units at loc 3
|
¤ wait 5 milasecs
|
¤ .... and so on 1 for each location...
|
¤ preserve trigger |
QUOTE(GoldenKnight @ Sep 20 2006, 10:49 PM)
There is no way to prevent the firebats from moving without either continually moving them to a location or by giving them to a neutral player.
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An easy way to "Freeze" the firebats (still able to shoot) is to create a 1x1 location on unpassable terrain (ie: A cliff) and to run a trigger (with hyper triggers) to constantly "Move" the firebats to that location mentioned earlier.Couldn't you also have the location created off screen using starforge and that also works for air units?