Vâng Wave of Terror tôi làm dựa trên cơ chế Slide giống Wave Form của Morphling đây. MUI cast thoải mái thử nhé.
bạn có thể làm cho mình 1 skill như thế này ko +Ilusion System http://www.hiveworkshop.com/forums/s...Dlist&r=20 trigger trong map này mình ko bik gọi là gì @@ toàn là viết tay mình ko có khả năng vs trigger này Skill như sau : Hero xài skill sẽ tàng hình và tạo ra 1 ilusion vs 20/30/40/50% dame trong 4/5/6/7s
Chán quá đành ngồi up mấy spell trên dota lên vậy Plasma Field (Skill 1 Razor) Trigger 1: Mã: Plasma Field Start Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Fan of Knives Actions Set PFCas = (Casting unit) For each (Integer B) from 1 to 36, do (Actions) Loop - Actions Set PFCasPoint = ((Position of PFCas) offset by 100.00 towards (10.00 x (Real((Integer B)))) degrees) Set PFangle = (Angle from (Position of PFCas) to PFCasPoint) Unit - Create 1 Plasma Field for (Owner of PFCas) at PFCasPoint facing PFangle degrees Custom script: call RemoveLocation(udg_PFCasPoint) Set PFug = (Units of type Plasma Field) Set PlasmaCount = 0 Trigger - Turn on Plasma Field Run <gen> Trigger 2: Mã: Plasma Field Run Events Time - Every 0.04 seconds of game time Conditions Actions Set PlasmaCount = (PlasmaCount + 1) Unit Group - Pick every unit in PFug and do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Distance between (Position of (Picked unit)) and (Position of PFCas)) Less than or equal to 800.00 Then - Actions Animation - Play (Picked unit)'s Birth animation Set PFpoint = ((Position of PFCas) offset by (100.00 + (20.00 x (Real(PlasmaCount)))) towards (Facing of (Picked unit)) degrees) Unit - Move (Picked unit) instantly to PFpoint Set PFDam = (Units within 100.00 of (Position of (Picked unit)) matching ((((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Unit- Unit Group - Pick every unit in PFDam and do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Picked unit) is in PFDamGroup) Equal to False Then - Actions Unit - Cause PFCas to damage (Picked unit), dealing (50.00 x (Real((Level of Fan of Knives for PFCas)))) damage of attack type Chaos and damage type Universal Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl Special Effect - Destroy (Last created special effect) Unit Group - Add (Picked unit) to PFDamGroup Else - Actions Custom script: call RemoveLocation(udg_PFpoint) Custom script: call DestroyGroup(udg_PFDam) Else - Actions Set PlasmaCount = 0 Unit Group - Remove all units from PFDamGroup Custom script: call DestroyGroup(udg_PFDam) Trigger - Turn on Plasma Field Return <gen> Trigger - Turn off (This trigger) Trigger 3: Mã: Plasma Field Return Events Time - Every 0.04 seconds of game time Conditions Actions Set PlasmaCount = (PlasmaCount + 1) Unit Group - Pick every unit in PFug and do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Distance between (Position of (Picked unit)) and (Position of PFCas)) Greater than or equal to 40.00 Then - Actions Animation - Play (Picked unit)'s Birth animation Set PFpoint = ((Position of PFCas) offset by (800.00 - (20.00 x (Real(PlasmaCount)))) towards (Facing of (Picked unit)) degrees) Unit - Move (Picked unit) instantly to PFpoint Set PFDam = (Units within 100.00 of (Position of (Picked unit)) matching ((((Matching unit) belongs to an enemy of (Owner of PFCas)) Equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit Unit Group - Pick every unit in PFDam and do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Picked unit) is in PFDamGroup) Equal to False Then - Actions Unit - Cause PFCas to damage (Picked unit), dealing (50.00 x (Real((Level of Fan of Knives for PFCas)))) damage of attack type Chaos and damage type Universal Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl Special Effect - Destroy (Last created special effect) Unit Group - Add (Picked unit) to PFDamGroup Else - Actions Custom script: call RemoveLocation(udg_PFpoint) Custom script: call DestroyGroup(udg_PFDam) Else - Actions Set PlasmaCount = 0 Unit Group - Remove all units from PFDamGroup Unit Group - Pick every unit in PFug and do (Actions) Loop - Actions Unit - Remove (Picked unit) from the game Custom script: call DestroyGroup(udg_PFDam) Custom script: call DestroyGroup(udg_PFug) Custom script: call RemoveLocation(udg_PFpoint) Trigger - Turn off (This trigger) ---------- Post added at 18:26 ---------- Previous post was at 18:24 ---------- Omnislash Trigger 1: Mã: Omnislash Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Omnislash Omnislash Actions Set Caster[1] = (Casting unit) Set Target[1] = (Target unit of ability being cast) Set Interger[2] = 0 Set Interger[3] = (2 + (2 x (Level of Omnislash Omnislash for Caster[1]))) Unit - Create 1 cloud for (Owner of Caster[1]) at (Position of Caster[1]) facing Default building facing degrees Set Unit[1] = (Last created unit) Unit - Make Caster[1] Invulnerable Special Effect - Create a special effect attached to the weapon of Caster[1] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl Set SpecialEff[0] = (Last created special effect) Special Effect - Create a special effect attached to the chest of Caster[1] using Abilities\Spells\NightElf\Rejuvenation\RejuvenationTarget.mdl Set SpecialEff[1] = (Last created special effect) Special Effect - Create a special effect attached to the (hand + left) of Caster[1] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl Set SpecialEff[2] = (Last created special effect) Special Effect - Create a special effect attached to the weapon of Unit[1] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl Set SpecialEff[3] = (Last created special effect) Special Effect - Create a special effect attached to the chest of Unit[1] using Abilities\Spells\NightElf\Rejuvenation\RejuvenationTarget.mdl Set SpecialEff[4] = (Last created special effect) Special Effect - Create a special effect attached to the (hand + left) of Unit[1] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl Set SpecialEff[5] = (Last created special effect) Special Effect - Create a special effect at (Position of Caster[1]) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl Special Effect - Destroy (Last created special effect) Animation - Change Caster[1]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 75.00% transparency Animation - Change Unit[1]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 75.00% transparency Wait 0.01 seconds Unit - Move Caster[1] instantly to ((Position of Target[1]) offset by 70.00 towards (Random real number between 1.00 and 360.00) degrees) Unit - Move Unit[1] instantly to ((Position of Target[1]) offset by 70.00 towards (Random real number between 1.00 and 360.00) degrees) Unit - Cause Caster[1] to damage Target[1], dealing (Random real number between 175.00 and 275.00) damage of attack type Chaos and damage type Universal Trigger - Turn on Slash <gen> Trigger 2: Mã: Slash Events Time - Every 0.30 seconds of game time Conditions Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Interger[2] Less than or equal to Interger[3] Then - Actions Set Interger[2] = (Interger[2] + 1) Set UnitGroup[1] = (Units within 500.00 of (Position of Caster[1]) matching ((((Matching unit) belongs to an enemy of (Owner of Caster[1])) Equal to True) and (((((Matching unit) is alive) Equal to True) and (((Unit-type of (Matching unit)) Not equal to Glaive Thrower) and ((Un If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Number of units in UnitGroup[1]) Greater than 0 Then - Actions Animation - Play Caster[1]'s attack animation Animation - Play Unit[1]'s attack animation Set Target[1] = (Random unit from UnitGroup[1]) Unit - Move Caster[1] instantly to ((Position of Target[1]) offset by 70.00 towards (Random real number between 1.00 and 360.00) degrees) Unit - Move Unit[1] instantly to ((Position of Target[1]) offset by 70.00 towards (Random real number between 1.00 and 360.00) degrees) Special Effect - Create a special effect at (Position of Caster[1]) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl Special Effect - Destroy (Last created special effect) Special Effect - Create a special effect at (Position of Unit[1]) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl Special Effect - Destroy (Last created special effect) Unit - Cause Caster[1] to damage Target[1], dealing (Random real number between 175.00 and 275.00) damage of attack type Chaos and damage type Universal Unit - Order Caster[1] to Attack Target[1] Custom script: call DestroyGroup(udg_UnitGroup[1]) Else - Actions Set Interger[2] = 999 Else - Actions Unit - Make Caster[1] Vulnerable Special Effect - Destroy SpecialEff[0] Special Effect - Destroy SpecialEff[1] Special Effect - Destroy SpecialEff[2] Special Effect - Destroy SpecialEff[3] Special Effect - Destroy SpecialEff[4] Special Effect - Destroy SpecialEff[5] Unit - Remove Unit[1] from the game Animation - Change Caster[1]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency Trigger - Turn off (This trigger)
Cái Plasma Field ai làm cho nó thành MUI đc thì cho tôi xin về luôn =.=! Map của tôi đang có mấy con có trò đớp skill của nhau mà k MUI thì lỗi vỡ mặt
Đọc kĩ hết cmt đi rồi hẵng chốt nhé. Wave of Terror rất dễ nhưng Plasma Field thì tôi chưa bao h bảo dễ. Giờ WE mà cho dùng mảng 2 chiều chứ k phải mảng băm (hastable) thì mấy cái vụ như Plasma Field này chỉ là chuyện nhỏ.
Skill Plasmafiled muốn đỡ lag cần model cả vòng tròn điện đó như dota, nếu làm mười mấy con dummy đi ra đi vào thì cát 2, 3 lần liên tục lag vỡ mồm
nhầm to, dota cx làm y như thế, cx là 36 con dummy, nhưng skill dota làm = Jass, system tốt nên ít lag, mà bạn thử -wtf r dùng skill liên tục xem có lag ko, ko lag lạy thánh
Cái này theo cảm nhận của em thôi. Bác cứ pick razor rồi đứng cạnh vách núi mà cast plasmafield xem, nếu mỗi missle là 1 dummy thì đã có vài con dummy leo núi rồi , đằng này toàn bộ đều xuyên địa hình hết
Hoàn toàn có thể tất cả xuyên địa hình được. Cast spell lag hay không chủ yếu phụ thuộc vào cái Effect mà mình dùng thôi. Theo cảm nhận cá nhân thì đừng có nói chắc chắn như ở post trên kia . Deprotect map DotA ra mà xem có cái model nào như thế không ?
Vậy bác hướng dẫn em vụ xuyên địa hình cái . Vừa thử vào DotA, pick Razor, cast spell plasmafield đúng 1 lần, sau đó quit game luôn, rồi vào mục "Unit Produced" ở Score Board thì chỉ thấy có 4 unit đc tạo ra, nếu skill 1 là 36 con dummy thì ít nhất ở mục đó phải hiện là 36 con chứ
có chắc chắn dummy tạo ra với owner = owner của hero? vision thì chỉ cần một dummy là đủ? muốn dummy "xuyên địa hình" ? dùng model bên dưới. gắn effect vào head effect sẽ ở -500 height nên độ cao gốc cho dummy với 1.0 scale là 500 (với scale khác thì là scale * 500 ) 500 height gốc là đủ, nhỉ?
Thank anh Tom Còn vụ Plasmafield, em vừa down thử bản dota 6.60 (bản đầu tiên có Plasmafield), cast spell rồi quit, con số Unit Produced là 53 , với lại effect plasma trông cứ xấu xấu, giật giật thế nào ấy, ko như bây giờ.