Help with Teleport spell

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Ardenian

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Ardenian

Use a system like PointIsWalkable and trigger the Blink
 
Level 12
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May 28, 2015
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382
Blink, just alter the teleportation range.

Altho Blink is the only option here, it does however has its flaw.. When you want the teleport to be delayed and set the cast time for 3 seconds, the unit using it won't cancel the spell, the unit basically can't move, attack or cast other spells until the spell has taken off. The only way to stop it however is forcibly click the Stop Command or Hotkey 'S'.
 
Level 11
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Aug 24, 2012
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429
There is another way though it is by no means clear and precise.

You can use the Recall spell (the one used by amulet of recall). Change the targets field in order for it to only teleport a certain unit - like for example: 'Ancient' (be careful to only have 1 unit with the Ancient tag in your map).

Then you create a triggered spell -a dummy unit is summoned at the target location using a dummy summoning ability (use either Dark Portal or Tornado because they are targeted dummy summoning abilities). Then have the dummy unit cast the Recall spell on the unit that you want to be teleported.

With Dark Portal you can change the fields to allow it to display a channeling effect animation (if the model has one) and I'm pretty sure it can be cancelled if needed.

If you want pathing you could have the summoned unit be summoned near the unit to be teleported. Than have it move away from the unit (not sure you can do this without JASS) for the distance that you want and then have it cast Recall.
 
Level 15
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Aug 14, 2007
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I have a simple solution. A hidden dash.

Trigger 1: Spell is casted, activate trigger 2.
Trigger 2: every 0.01 second of the game, check for unit/doodad offset from caster to teleported point. If something is found, set the teleport point and close trigger 2. Teleport caster.

Note: What this does is it checks from the caster to the teleport point anything that is between its path. If there is something, the checking stop, the caster teleports to that 'something'. If nothing is found however, the caster will simply teleport to the intended point. This is what we call tricking something that's not real.
 
Level 12
Joined
May 28, 2015
Messages
382
I have a simple solution. A hidden dash.

Trigger 1: Spell is casted, activate trigger 2.
Trigger 2: every 0.01 second of the game, check for unit/doodad offset from caster to teleported point. If something is found, set the teleport point and close trigger 2. Teleport caster.

Note: What this does is it checks from the caster to the teleport point anything that is between its path. If there is something, the checking stop, the caster teleports to that 'something'. If nothing is found however, the caster will simply teleport to the intended point. This is what we call tricking something that's not real.

I can't imagine an image as to what this will do in game but I guess take everything this guy says.
 
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