Warcraft III resources & community, 2003–2006 · archived

help with custom abilities

26 posts
#1

help with custom abilities

i am making an AOS map where the 2 teams are gnolls and trolls with all different types of heros. i have pretty much done all of the map except for the heros, items and multiboard (which is most of the work really). i have the ideas for all the heroes planned and i have set out the abilities for all the heroes on 1 team (trolls) the names of the heros on that team are...

manipulator, shapeshifter, nightmare, abominable, kobald geomancer, necromancer, orc shaman, orc warlock, orc wizard hunter, ogre mage, lobster king,
troll tribesman, serpent lord, naga bladedancer, morgul nightcrawler, goblin beastmaster.

im thinking of either dropping or changing some of those heroes.

i would like somebody who i can consult and ask questions about abilites becoz im having some trouble with custom abilities, at this point i would like to point out that i plan to make this a quality, enjoyable map. anybody who thinks they can help me plz talk to me on msn... [email protected]

altho im bouhd to have more problems the one im having atm is this...

i created custom ability from thunderbolt and made it have 4 levels. i changes the "data damage" fields but no matter what i change them to the tooltips always say...

level1 - 100
level2 - 225
level3 - 350
level4 - 300

this is the tool tip...

The manipulator conjures a powerful psychic force which he projects at his enemy, dealing <AHtb,DataA1> damage.
#2
You need to insert the ability code for your custom ability. AHtb is the code for the base ability. Hitting Ctrl+D will change the object editor to showing raw data, which will let you see what the four-letter code is for your ability.
#3
ahh... simple solution. thanx
#4
how do i get heroes to go to level 20. i tried changing the "stats - level" to 20 but i never really had much hope seeing as it was origonally set to 5 rather than 10. i cant see anything else in the hero parameters.
#5
advanced>gameplay constants>hero --- hero maximum level [level here]

gg'd :)
#6
YOu also might want to make sure they can level over level 5 with creeps. Find the constant that says "80, 60, 40, 20, 0" or something like that, and remove all the numbers and replace with 100
#7
ta.

youse may have seen my thread in the ai forum... using triggers to give paths to the computer controlled units. showin u what ive got this is my map so far.

http://home.ripway.com/2004-8/161010/ffregions.gif

so ive got groups of computer controlled units spawning at t1-t4 and g1-g4 and i'm using the event "unit enters region" and condition "player comparison" for triggering unit = playerX. then the triggering unit will attack move to a region. so say i set triggers for the following paths...

t1 > r1 > g1 > victory target.
g1 > r1 > r1 > victory target.

and then the same for each paths 2,3 and 4 as well. keeping in mind the first region is where the units are spawned.

i havnt actually done all this yet but im about to.... how would you do it?

also ive just done this and it works(kinda) but the AI takes over, how can i disable the AI ?
#8
Terrain is too dotaish. Spice it up, and make more curves in the lanes
#9
well i was gonna worry bout that later, what ive got so far is just rough... but point noted thanx. i guess ill do some terrain work while i wait for an answer to my AI problem... should i turn it off, and, how do i turn it off?
#10
What AI behaviors are you experiencing? Are they returning to their origin point? Are they using spells uninvited?
#11
to start with i only did the triggers for one group of trolls and they went where they were meant to. then i did the triggers for all 4 groups of trolls and all four groups of gnolls. (i made custom units. in short each group consists of 1 champion, 3 warriors, 2 armed with missile weapons, 1 magic guy (with no spells just an ordinary magic attack)

so now they take 1 step in the right direction then begin to gather in the middle of the base, just as if the computer was playing a normal game and they felt they didnt have enuf troops to attack yet, then after a while they send out patrolls or whatever.

what i want to do is disable all AI and let the triggers handle it.
#12
Open the trigger editor, go to the Melee Initialization trigger, and disable or remove the AI actions.
#13
PantoYou need to insert the ability code for your custom ability. AHtb is the code for the base ability. Hitting Ctrl+D will change the object editor to showing raw data, which will let you see what the four-letter code is for your ability.


thanks! lol, i've always been doing it manually ^^ damnz.
#14
i don't know why but sometimes it failes and string <A001,Aspo> (poison for my Rogue:D) usually write itself in game, but not a value.. but the string is right...
#15
wow that ai thing was excruciatingly easy and i kicked myself for not knowing that... lol. and that abnility code thing is annoying how it doesnt transfer over to the new ability, meh ill get over it. is there updates for the editor and if so where can i get them ?