43 posts BELGIUM! (Do you even know where that is on the map?!) joined
#1
Spell based on the Big Bad Vodoo
Well... I'll explain it to you The caster wants to defend it's allies by making them invulnerable... And when he does that, he himself gets a bit of bonus armor (that's not the problem) and he is morphed into a building (like castle or barracks or something) untill the spell is over (ofcours he can't move and things like that). The problem is... I can make it so that a barracks appears right where he is... but it doesn't dissappear when the spell is over and it appears in as the "building time" model... Not the completed building but while they are building it...
43 posts BELGIUM! (Do you even know where that is on the map?!) joined
#3
Well... Let's say that there are NO changes yet... You just got the Big Bad Voodoo spell as it is when you make a new map... And there aren't any other triggers active that have something to do with this...
Starting from a scratch here
I'm searching for a solution for it... This is probably needed for it :
Event Unit - A unit owned by (who cares ) Begins casting an ability Conditions (Ability being cast) Equal to Big Bad Voodoo Actions - ??
Something like convert a building to a Doodad, which can then be created at a point and deleted after casting..., or an animation that only uses a standing building (but I do not have that sort of animations or doodads )
43 posts BELGIUM! (Do you even know where that is on the map?!) joined
#4
Actions Animation - Play (Create a Cage (my test object) at offset(X of (Position of (Casting unit))), (Y of (Position of (Casting unit))), 0.00) facing (Random angle) with scale 1.0 and variation 0)'s stand animation
Well... it creates a cage right on top of the hero... But that's probably not what I want... The hero must be able to get killed ... And it's pretty stupid if they can just destroy the doodad... (yes i could have created an immortal doodad, which dissappeared after casting, but the hero cannot become immortal... that's not what I want...)
I'm too noobish too solve this : But I won't give up!
43 posts BELGIUM! (Do you even know where that is on the map?!) joined
#7
Well here I am again... I made you some Photoshop crappy images ... (If you cannot see them, use right mouse button, show images... I got a crappy image server...)
The hero is surrounded by his troops, and he will want to defend thim, if the button is pressed, this happens:
http://www24.brinkster.com/iloveshoarma/images/pic%202.jpg (sorry for the crappy photo ) He turned into a barrack, unable to move, and his troops are immortal... That's the only thing that's supposed to happen (and ofcours the barrack goes away if the spell is stopped/finished)...
Hmmm..... this could easily work if it's the ultimate, let me see...
Event A unit owned by __________ begins casting an ability
Condition Ability being cast = protector of kingdoms
Action Special Effect - Create special effect on unit (Barracks path) Trigger - New event - Every .3 seconds Unit - Issue order (Hold Position) Wait X seconds (X is the length of the spell) Trigger - Disable this trigger Wait 5 seconds Trigger - Enable this trigger
I think that might work, but maybe tweak the end? and maybe decrease the periodic if it doesnt work right. Thats just an outline.
43 posts BELGIUM! (Do you even know where that is on the map?!) joined
#10
Tooltip already fixed Noticed it when I posted them
But euh... the problem is that the barrack will show up like being build... Every building has a "bearth" annimation... and I havent found yet how I can change it to it's "stand" animation while using a special effect...
Well I think I found a way to do it but it needs more than one trigger. First you need this : Cast Events Unit - A unit owned by Player 1 (Red) Begins casting an ability Conditions (Ability being cast) Equal to Big Bad Voodoo Actions Rect - Center CastingZone <gen> on (Position of (Triggering unit)) Unit - Create 1 Barracks for (Triggering player) at (Position of (Triggering unit)) facing (Player 1 (Red) start location) Unit - Pause (Last created unit) Set stillCasting = True Wait 30.00 seconds Set stillCasting = False Unit - Remove (Last created unit) from the game
You need to create a rect as small as the caster(CastingZone <gen>) somewhere on map and a boolean variable(stillCasting). Also you need to set the barracks collision size to 0.00, add the invulnerable(neutral) ability, Placement requires (empty) and Selection Scale = 0.00 .
Then you will need a trigger in case the player is able to select the barrack. ::
Deselect Events Player - Player 1 (Red) Selects a unit Conditions (Unit-type of (Triggering unit)) Equal to Barracks Actions Selection - Remove (Triggering unit) from selection for Player 1 (Red)
Then another trigger in case the Casting unit moves while casting Big Bad Voodoo :: Moves Events Unit - A unit leaves CastingZone <gen> Conditions stillCasting Equal to True (Unit-type of (Triggering unit)) Equal to Mountain King Actions Unit - Remove (Last created unit) from the game
Notice the use of the variable 'sillCasting' and the rect. that was centered on the casting unit.
I tried it and it worked fine. You can use more variables to set (Last created unit) in case you use it already. I hope it helps...
imported_Switch33
#13
Make a building unit not a doodad
-Actions: set a region to centered at the triggering unit
replace the triggering unit with the same unit but with it as a building model and a passive aura
-Make sure the unit is exactly the same but with the model of the barracks with skills and all but the skill that changes him into a building
-Add an aura to the building unit
-Make the aura target friendly units and click the not self box in targets
-Make a region the range of the aura
-Make a trigger making all units in this region become invulnerable
-Make a trigger that if a unit leaves the region make them vulnerable
-Move region in an safe zone where no units can go
Then make this trigger to disable the ability:
Events: A unit is issued an order with no target A unit is issued an order targeting a object A unit is issued an order targeting a point A unit begings casting an ability A unit finishes casting an ability
Conditions: Unit-Type is = to the building
Actions: Replace triggering unit with the normal hero (non-building) Remove aura ability (barracks aura abillity is the abillity removed) Add a dummy ability
Another trigger:
Events: A unit begins casting an abillity
Conditions: Casting Spell= dummy ability
Actions:
set a region to centered at the triggering unit
replace the triggering unit with the same unit but with it as a building model and a passive aura
The dummy ability is just used to act as a replacement for the skill ability when learned
-This way allows to have the unit stop whenever wanted -This works if the ability is only 1 lvl though -If changed a bit the abillity will be able to have multiple levels
Did you read my last post? I'm about sure you didn't read it all, since the
" wouldn't work to good because of the region having to be the size of whatever unit"
is wrong and not specified. That region is the size of the casting unit if you didn't read, also the triggers work [all tested] and it can stop normally also...
I'll add, you should have posted your idea before the thread was more than a week old...
Your idea is supposed to work in some way also but I did not test it. (giving it back)
imported_Switch33
#15
Having a region the exact size of a unit is almost impossible because all units are not boxes but i do know what ur saying
By the way i did read ur post above... just think about this if u have a ranged unit and it casts this spell it can still be in ur region and attacking during the whole invulnearblity skill why does the thread having to be more than a week old have to do with anything... people sometimes still can't get an answer after a month or not even getting a answer... by the why last time i checked jun. 25-27 is not a week... 25 is when u answered and that would be considered the "time when it got old" how was i supposed to know that he used ur method to solve his spell problem??? why did u make it so only the barracks cannot be selected by only player 1 red..? You keep bragging about ur idea being tried and worked and u haven't even tested my method and ur like no it won't matter because the thread is old...