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Abduction (Return Version)

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Alien Abduction (Return Version)

This is a different version of my Alien Abduction spell.
This one will return the target unit after so long (Depends on level of spell)

Sorry, i couldnt update this into my other spell. It caused ALOT of complitcations when I tried to transfer it over.

This version uses different variables than the other, so they will not mix up.

Is castable on heroes now, since it brings them back anyways.

Can be used to get rid of an enemy for a bit, to help get a friendly out of a hot situation, get YOURSELF out of a hot situation, or hell just for fun.

Oh yea, it brings the abducted unit back as a random animal and they will return after a few seconds.

UPDATE*
- Fixed the bugs =D

Keywords:
alien, martian, abuction, ufo,
Contents

Alien Abduction Spell (Map)

Reviews
20:37, 3rd Jan 2010 The_Reborn_Devil: The triggering looks ok and the spell is really original. The only thing I noticed is that units that have been abducted still got the "Abductie" buff after they have been abducted. Otherwise the spell looks...

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20:37, 3rd Jan 2010
The_Reborn_Devil:
The triggering looks ok and the spell is really original.
The only thing I noticed is that units that have been abducted still got the "Abductie" buff after they have been abducted. Otherwise the spell looks good.

Status: Approved
Rating: Useful
 
Level 8
Joined
Apr 7, 2008
Messages
176
Alright!! I figured them out. The bug that made it not work sometimes was because I used timers. I replaced these with arrayed variables that are reduced, The time may not be right, but it is close. So if you feel like getting out a stop watch and seeing how far off it is, please post on here what you got.

The one with it not picking up previously abducted units was because who wants sloppy seconds??? ROFL, just kidding. I was because the flying height doesnt reset to zero when the unit gets set back down. SO they became off afterwards. Fixing that was like trying to find a needle in a hayFIELD. But thanx to bulk quantities of Hostess Cupcakes, Mountain Dew, and Visine, its done and works fine now.

@ Jrba
THat is no longer a bug, it was due to me adding each affected unit in the spell to a unit group and have the action trigger cycle throught the groups and raise or lower the units as needed. UNFORTUNATELY secondary triggers dont cycle through unit groups properly, so i removed them and it does each unit individually. :D
 
Last edited:
Level 3
Joined
Feb 21, 2009
Messages
8
Okay I've found a bugg, it's like this: If you use abduction on a morphed unit(the morph effect after return) the abduction doesn't work.
And if you use the spell like 10 times at same unit it will at least once stop(UFO never leaves(the spell was used with about 10sec between each time)
also sometimes when you use the spell in a very quick interval(2 times or more) UFO sometimes leaves after about 0.1sec (it doesnt even pick up the target)
 

Rmx

Rmx

Level 19
Joined
Aug 27, 2007
Messages
1,164
Man try to be nice with Septimus ............ Anyway the Sepll is very unique but improve the TRIGER and make it without BUG...... 4/5 from me ... great spell keep up the good work :).......... +REP ...... to remove those pesky red Gems :)P
 
Level 8
Joined
Apr 7, 2008
Messages
176
Anyway the Sepll is very unique but improve the TRIGER and make it without BUG...... +REP ...... to remove those pesky red Gems :)P

What bugs? You found one? If you did tell me. I tested and tested this thing yesterday. I have fixed all the bugs previously posted by other people.

And dont get my rep positive please ........... I like my RED gem, its unique and I had to work hard for it. :p
 
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