[Solved] Targeted AOE Stun Spell

Level 12
Joined
Jul 5, 2014
Messages
551
I'm trying to create a blinding light type of spell (preferably without triggers), which would instantly stun enemies in the area. I've tried using Cluster Rockets as a basis but for some reason it lacks the changed flashy light animation and has a little delay between casting and stun, even though I set everything to 0.
 
Level 30
Joined
Aug 29, 2012
Messages
1,382
Cluster Rocket is such a weird spell I wouldn't rely on it for anything precise. Using a dummy should do the job pretty easily, you'd need a dummy spell for your hero (something based on Channel would work nicely), and an actual spell based on War Stomp that will cause the stun. Then you can create a dummy unit at your target point to do the job in the backscene:

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to YourBlindingLightSpell
  • Actions
    • Set VariableSet Point_Temp = (Target point of ability being cast)
    • -------- -------------------- --------
    • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point_Temp facing Default building facing degrees
    • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
    • Unit - Add WarStompDummy to (Last created unit)
    • Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp.
    • -------- -------------------- --------
    • Custom script: call RemoveLocation(udg_Point_Temp)
 
Level 12
Joined
Jul 5, 2014
Messages
551
Cluster Rocket is such a weird spell I wouldn't rely on it for anything precise. Using a dummy should do the job pretty easily, you'd need a dummy spell for your hero (something based on Channel would work nicely), and an actual spell based on War Stomp that will cause the stun. Then you can create a dummy unit at your target point to do the job in the backscene:

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to YourBlindingLightSpell
  • Actions
    • Set VariableSet Point_Temp = (Target point of ability being cast)
    • -------- -------------------- --------
    • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point_Temp facing Default building facing degrees
    • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
    • Unit - Add WarStompDummy to (Last created unit)
    • Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp.
    • -------- -------------------- --------
    • Custom script: call RemoveLocation(udg_Point_Temp)
Hmm, thanks. I thought there's a way to solve it without triggers but I guess not.
 
Level 12
Joined
Jul 5, 2014
Messages
551
Cluster Rocket is such a weird spell I wouldn't rely on it for anything precise. Using a dummy should do the job pretty easily, you'd need a dummy spell for your hero (something based on Channel would work nicely), and an actual spell based on War Stomp that will cause the stun. Then you can create a dummy unit at your target point to do the job in the backscene:

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to YourBlindingLightSpell
  • Actions
    • Set VariableSet Point_Temp = (Target point of ability being cast)
    • -------- -------------------- --------
    • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point_Temp facing Default building facing degrees
    • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
    • Unit - Add WarStompDummy to (Last created unit)
    • Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp.
    • -------- -------------------- --------
    • Custom script: call RemoveLocation(udg_Point_Temp)
By the way, is it possible to remove the slamming animation? I've removed what I could but the ground still deforms during casting.
 
Can you use stasis trap with a trap unit that has no model and instantly dies or something? Totally an off the wall brainstorm. I'm on a linux computer that doesn't support WINE for various reasons, and dont have world editor to test this idea, so it's up to you.
 
Level 12
Joined
Jul 5, 2014
Messages
551
I think the neutral versions of war stomp have data fields about the terrain deformation but I'm not sure they work correctly
Yes, no matter what I do, it still remains.

Can you use stasis trap with a trap unit that has no model and instantly dies or something? Totally an off the wall brainstorm. I'm on a linux computer that doesn't support WINE for various reasons, and dont have world editor to test this idea, so it's up to you.
That would be neat but for some reason it doesn't stun. I made a locust stasis trap and lowered the activation time but unless I leave the trap's duration at least 3 seconds, it won't trigger, and on 3 seconds, the effect is delayed. If the effect could be made instant, this spell would work fine and I wouldn't need trigger.
 
Level 45
Joined
Feb 27, 2007
Messages
5,578
Mass instant casting stormbolt/firebolt with a single dummy may be the only way, then. Units within X of a point doesn't take into account unit collision size so you will want to add "1/2 of the maximum collision size you want to support being targeted this way in your map" to the search radius. Or pick 32 and call it a day.

Dummies can cast instantly in any direction without turning if all of these fields are set properly:
  • Cast point: 0
  • Cast backswing: 0
  • Movement type: None
  • Speed base: 0
Other fields that will keep your dummy from being seen:
  • Abilities: Locust
  • Model: none
  • Shadow: none
  • Minimap display: false
  • Sight radius day/night: 0 (beware this does mean the dummy can't cast at a unit the owning player can't see, since the dummy can't move)
  • Mana maximum: 9999
Make sure the stormbolt has maximized range, maximized projectile speed, 0 mana cost, and 0 cooldown.
 
Level 29
Joined
Sep 26, 2009
Messages
2,594
You can use the undead heroic ability Inferno, which is a targeted AoE that summons an infernal but also stuns.
  • set Art - Effect to something more usable for you, e.g. Thunder Clap effect. That is the effect shown in targeted area
  • set Data - Duration to 0.001
  • set Data - Impact Delay to 0.000
  • set Data - Summoned unit to some invisible dummy unit

The duration of the summoned unit must be larger than the impact delay, otherwise it will cause no damage and no stun.
 
Level 12
Joined
Jul 5, 2014
Messages
551
You can use the undead heroic ability Inferno, which is a targeted AoE that summons an infernal but also stuns.
  • set Art - Effect to something more usable for you, e.g. Thunder Clap effect. That is the effect shown in targeted area
  • set Data - Duration to 0.001
  • set Data - Impact Delay to 0.000
  • set Data - Summoned unit to some invisible dummy unit

The duration of the summoned unit must be larger than the impact delay, otherwise it will cause no damage and no stun.
Wow, it's simple and works perfectly without triggers. I made the art effect look like Doom which creates a fiery/flashy effect in the area and unlike stomp, it causes no hardcoded ground deformation. Thank you!
 
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