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Old 09-24-2006, 03:15 AM   #1
GamesSmash
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Default Large radius spikes

I was wondering if this trigger would work:
Trigger:
Collapse Spell
Events: Unit begins the effect of an ability
Conditions: ability being cast equal to mass impale
Actions: Set mass impale targets= all units within 500 range of triggering unit
Pick every unit in (impale targets) and do actions:
Unit- add buff (mass impale) to picked unit

Edit: will this trigger damage all the enemies too? and sutn them and make htem fly up?

Last edited by GamesSmash : 09-24-2006 at 03:33 AM.
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Old 09-24-2006, 03:31 AM   #2
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It looks ok to me, but I don't know everything.
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Old 09-24-2006, 03:34 AM   #3
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why not just increase the area of effect in the ability editor?

if you want it to be circular you could have dummy units cast it in 8 directions from the caster (doing no damage just for show and stun so damage doesnt overlap) and then damage all the units in range with triggers.
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Old 09-24-2006, 03:39 AM   #4
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Wow thanks a lot +rep
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Old 09-24-2006, 06:14 AM   #5
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Here, leme post my trigger, which was used on a hero in a map I made once called the Spike Fiend. Basically he liked spikes. Lots of spikes. His ultimate shot impales everywhere.

Trigger:
Omnispike
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Omnispike
Collapse Actions
Set OmnispikePosition = (Position of (Casting unit))
Set OmnispikeCaster = (Casting unit)
Collapse For each (Integer A) from 1 to 16, do (Actions)
Collapse Loop - Actions
Unit - Create 1 Dummy Unit for (Owner of OmnispikeCaster) at OmnispikePosition facing Default building facing degrees
Unit - Add Impale (Ultimate) to (Last created unit)
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Crypt Lord - Impale (OmnispikePosition offset by 50.00 towards ((Real((Integer A))) x ((360.00 / 16.00) x 2.00)) degrees)
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Old 09-24-2006, 10:18 AM   #6
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heh 16 directions eh? must have been a lot of damage close up with all the overlaps.
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Old 09-24-2006, 06:50 PM   #7
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Is possible.
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Old 09-25-2006, 03:38 PM   #8
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Quote:
Originally Posted by Mystic Prophet
heh 16 directions eh? must have been a lot of damage close up with all the overlaps.
Impale dont overlap... Even if you got 99999999 directions the damage will still be the same, but you will have a slight difference in performance. With impale 8 directions are enought for the normal distance on impale.

And btw st33m, you dont clean up the cast point.

Last edited by zeroXD : 09-25-2006 at 03:40 PM.
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Old 09-25-2006, 07:50 PM   #9
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oh right the tossing up into the air would probably negate any additional the damage since its being cast all at once. spells like shockwave would still overlap though, right?
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Old 09-25-2006, 07:59 PM   #10
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Yeah, because they become invernuable when impale hits a unit.
It's the same like with sleep, the unit also becomes invernuable for some seconds.
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Old 09-26-2006, 08:05 AM   #11
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Quote:
Originally Posted by Mystic Prophet
oh right the tossing up into the air would probably negate any additional the damage since its being cast all at once. spells like shockwave would still overlap though, right?

Shockwave would overlap, and mostly any other aoe spell would overlap (carrion swarm, initial dmg on flamestrike, etc.) but not impale, witch makes it great for mass AoE trggered stuff. If you want something like shockwave in a circle outwards from someone, you need triggers or do some math and change the spell's options in the object editor.
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