Warcraft III resources & community, 2003–2006 · archived

Lurker attack unit ability

25 posts
#16
you could fix the whole thing if you just gave the burrowed lucker the impale ability with the slow orb. This way, there would not be any problems, mostly because you're reallying on the games checking system which has way fewer bugs than triggers do. Like i said, just give him that and you'll not need anything else; no triggers or anything.
#17
I remember that I couldn't get it to work the first time I tried using the slow orb system but you know more than me about this stuff so I tried again. The burrowed crypt fiends don't seem to want to attack. I'll tell you exactly what I did and you can analyze it and tell me how I managed to screw it up.

1-copied the impale ability, made it unit ability, damage dealt 80, AOE 150, cast range 600, cooldown and duration 0, levels 1, mana cost 0, targets allowed enemy-ground-structure. Named it impale A

2-copied slow orb ability, changed it to unit ability, Named it lurker attack, chance to hit hero's-summoned-units 100%, damage bonus 10, effect ability impale A, attack index enabled 0, cast range 600, targets allowed enemy-ground-structure.

3-Gave the burrowed crypt fiend the lurker attack ability, aquisition range 600, cooldown 4, damage base 10, projectile arc 0, projectile art none, projectile homing enabled true, range 600, targets allowed enemy-ground-structure, attacks enabled attack 1 only.

What do you think?
#18
Err... did you even give the things an acquisition range?
#19
Yes, burrowed crypt fiend aquisition range 600 and set the cast range for the lurker attack and the impale A ability to 600 as well.
#20
Maybe just give the lurker the ability itself
#21
I would like the lurker to auto-aquire (auto-cast) so that you can just burrow it and forget about it. If i just gave it the ability, you'd have to click on that damn button everytime you wanted to cast it. To much maintenance, especially if there is a big battle going on in the area, with hero's and spellcasters involved.
#22
How about a locust swarm ability when burrowed, give it one locust with an attack using the impale model.
That will automatically attack. If you set the range to 1, it will stay on top of the casting unit.

Then when a unit burrows, enable the spell.
could work aswel.
#23
i believe i know what you did wrong. I'm not 100% sure, but try to enable the attack index 1 instead of 2 (attack index 2 doesn't work as a non item ability to actiave the second attack index and since yours is still set to 2, i'd assume that's why it isn't firing as it's set to work with their 2nd attack index)
#24
Ahhh I think we got it now boss!!! I did what you suggested and changed it to attack index 1 and this is what happened. It originally didn't work when the crypt fiends burrowed so i decided to give the lurker attack ability to them when they were unburrowed to see if it would work then and it worked nicely. I figured that the reason it didn't work when they were burrowed had to do something with the nature of the burrow ability itself so I did it a little different next time. I used the bear form ability and converted the crypt fiend into a copy of the regular crypt fiend. I gave the copy the lurker attack, ghost ability (I just found out what that does :D :D , collision 0, movement 0 and enabled 1 attack. That pretty much made it the same as a burrowed unit and low and behold, it worked beutifully !!!!! It still doesn't attack buildings but like i said in an earlier post, Damage with impale seems to be done only when units land back on the ground after being thrown up and buildings don't get thrown up in the air. No biggy though, I like the way it's working now and I can get rid of the trigger.

Thanks alot for your suggestions dude. Being a relative noob to map making, I really appreciate help from the guys who know what they're doing. :D :D :D :D :D
#25
The lil 0 collision is giving a bad sign because this can allow stack abuse