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Genetic Mutation v1.1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
GENETIC MUTATION (GENETIC MUTATOR)
IMPORT GUIDE :
1. Install TimedSpellEffect to your map
2. Copy the Genetic Mutation ability in the object editor
3. Copy the Genetic Mutation trigger folder in the trigger editor
4. Configure the GeneM Config
SPELL DESCRIPTION :
LEARN TOOLTIP: Deals heavy damage to enemies in an area. If killed by this ability, the unit is transformed into something else for the killing unit.
LEVEL TOOLTIP:
Level 1 - Deals 100 damage to all enemies within 800 range. Killed units transform into Ghouls.
Level 2 - Deals 200 damage to all enemies within 800 range. Killed units transform into Ghouls.
Level 3 - Deals 300 damage to all enemies within 800 range. Killed units transform into Abominations.
HIDDEN MECHANIC: By default ignore mechanicals and air units like the source game.
SPELL INFORMATION :
I was going to go for the simple instant effect, but it looks dumb IMO and decided to make this another timed spell. I have to say, I was considering adding an extension to TSE instead of making this independent, but when I realize it will be a bloated mess, I decided to went making this instead.

THE MEDIA IS BEFORE I FIGURE OUT HOW TO FILTER AIR.
MEDIA SHOWCASE :
CHANGELOG :
Version 1.1: I don't know how the heck I did it back then, but for some reason the default is flying unit actually works, so making changes for that. Also removed a leak in the cast trigger.
Version 1.0: Uploaded

CREDIT :
Electronic Arts: Base Idea
Contents

Genetic Mutation 1.1 (Map)

Reviews
MyPad
A point and click spell that deals damage to and transforms all grounded non-hero units into various undead creatures when killed. There admittedly isn't much complexity to the spell concept itself, though there will be some that would find this...
Not too much of a fan on the spell concept itself. (An instant AoE damaging spell that converts units to a certain unit type if the spell successfully kills them / it)

GeneM Cast

The GeneM_Group group variable leaks every time the spell is cast. This is because the following trigger action,
  • Set VariableSet GeneM_Group = (Units within GeneM_Range[GeneM_Level] of GeneM_Point.)
creates a new group behind the scenes and stores all filtered units in that group.

GeneM Filter

I'm not quite sure how the Air unit check function failed in your case, but substituting the line using the new
Blizzard natives with the regular air unit check function seemed to work on my end.

  • Conditions
    • (GeneM_Target is Mechanical) Equal to False
    • (GeneM_Target is A flying unit) Equal to False
If the condition above doesn't work, you can disregard the air unit checker function and keep the current one.
There aren't a lot of issues / bugs to cover here aside from those pointed out above, so good job! :infl_thumbs_up:

Status:

Awaiting Update

 
GeneM Cast

The GeneM_Group group variable leaks every time the spell is cast. This is because the following trigger action,
  • set.gif
    Set VariableSet GeneM_Group = (Units within GeneM_Range[GeneM_Level] of GeneM_Point.)
creates a new group behind the scenes and stores all filtered units in that group.
Will recheck this section of the code. I'm sure I'm doing something dumb again.

GeneM Filter

I'm not quite sure how the Air unit check function failed in your case, but substituting the line using the new
Blizzard natives with the regular air unit check function seemed to work on my end.

  • cond.gif
    Conditions
    • join.gif
      if.gif
      (GeneM_Target is Mechanical) Equal to False
    • joinbottom.gif
      if.gif
      (GeneM_Target is A flying unit) Equal to False
If the condition above doesn't work, you can disregard the air unit checker function and keep the current one.
There aren't a lot of issues / bugs to cover here aside from those pointed out above, so good job! :infl_thumbs_up:
The thing is that the "a flying unit" check fails on my end. I used that as my initial condition and it failed to detect Gryphon Riders (as shown in the video). I will take a second look, as it might be a mistake on my end since I was writing that portion late at night.

Not too much of a fan on the spell concept itself. (An instant AoE damaging spell that converts units to a certain unit type if the spell successfully kills them / it)
I'm also not a fan of this one, just chalking another one from the list. If I bring out the whole list, there's still a lot to do, and some of them might be too easy for the spell section (like this or the Drone one).

EDIT:

WTF? The air checker actually works now. Did I type it wrong last time? I'm sure I wasn't typing it wrong. Whatever. Removed leak, fixed air unit check.
 
Last edited:
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