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Abilities + Orb of Lightning

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Hi!

I found that any ability triggered on attack based on OOL crashes the game if the attack comand is "Attack Ground". (This is just a tip)

I'm trying to give some towers in a TD a passive ability with cooldown. I have a Cannon Tower with AoE, and I want it to shoot a Oil Bullet every 5 seconds. What I want is to burn enemies that are hit by the bullet for 3 secs dealing 100 dps.

I tried to use Burning Oil, but has no CD. Tried to use Liquid Fire (I tough it was like Ogre Magi's skills) but doesn't have CD either. I'm trying not to trigger the ability...

What ability can I use to burn enemies hit by that bullet, or to leave fire on the ground and burn units that walk through it... being it a Passive ability with cooldown?

PD: I'm working on several of these skills (about 20) so, I'll be editing this post (or asking in oncoming posts) about these if I have any doubt.
 
Yup... I encountered that OOL + AG error maybe like 5 years ago...

Ogre Magi's is just an edited acid bomb...

sadly using OOL is the only way to make an attack activated "passive" ability with cooldown if you don't want to trigger it...

so since you cannot use OOL due to the nature of the tower, the only thing I could suggest is to trigger it...
 
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Just trigger it. Best to avoid orb abilities because of the orb and buff placer malfunctions of WC3. Why would you want to avoid triggering something so simple in the first place?
 
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It's a TD. I wan't to keep it as simple as I can. So far, I don't really feel the need to trigger something I can do with common WC3 skills. Yeah, towers have item slots, but there are plenty abilities I can put into items besides Orb effects and buff placers.
 
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Seems the only solution is to use Acid Bomb and remove Attack Ground, then. (Acid Bomb is what Ogre Magi's Ignite is based on by the way).
 
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Ok, I added Acid Bomb based on OOL and the tower does nothing =/. I've checked several times all the data fields in both OOL and Acid Bomb and doesn't work.

EDIT: Found that, if I give the Acid Bomb based on OOL ability to the worker/builder/peasant, it works (tough the icon displays as disables) but doesn't work on the towers... But still, doesn't display any CD :S

EDIT: It displays CD but only on the peasant / melee unit. Isn't working on buildings, and still displays the inactive icon on both.
 
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maybe it doesn't work on artillery...

w8, you said you can sacrifice AG right? can you try making the attack to missile rather than artillery?

if it doesn't, maybe its because the unit is a building... so you might need to remove the building classification... though if it makes it unbuildable then you can create two versions, one building and one unit... then create a trigger that will detect when the tower is created and replace it with the unit version...
 
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Good to know :) Changed attack type from Artillery to Missile (Splash) and works (as long as I order the unit to attack, and doesn't auto-attack)

After all, i'll trigger the ability, since towers auto-attack by default and that overrides OOL effect :)
 
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OK, now I count the tower attacks, and add ability when attacks = 5, and remove ability when attacks = 6.

  • Cannon 7 Burning Oil
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Cannon Tower 7
    • Actions
      • Set TUnit = (Attacking unit)
      • Custom script: set udg_TInt = GetHandleId(udg_TUnit)
      • Custom script: set udg_TInt2 = LoadInteger(udg_Hash, udg_TInt, 4)
      • Custom script: call SaveInteger(udg_Hash, udg_TInt, 4, (udg_TInt2 + 1))
      • Custom script: set udg_TInt2 = LoadInteger(udg_Hash, udg_TInt, 4)
      • Custom script: if udg_TInt2 == 5 then
      • Custom script: call UnitAddAbility(udg_TUnit, 'A007')
      • Custom script: elseif udg_TInt2 == 6 then
      • Custom script: call UnitRemoveAbility(udg_TUnit, 'A007')
      • Custom script: call SaveInteger(udg_Hash, udg_TInt, 4, 0)
      • Custom script: endif
The problem is it lags A LOT. Basicaly pauses the game for about 0.8 seconds... per each tower with this ability. I tried to improve it removing bj's and else, but still lags a lot.

The ability i'm using is Burning Oil. I tested without the triggers, and it still lags, but a lot less.

Edit: Fixed. I set some values to 0 in the ability that was causing the malfunction. I changed them to 1 or 1.00 and works fine now. Tested with several towers at the same time and doesn't lag at all.
 
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Didn't test the Flame Strike, but I never liked that effect hehe and the way it works, the delay etc. I feel really pleased with the results I had triggering it to add/remove the ability every 5 attacks.
 
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Can't you just create an invisible dummy unit at the position of the tower that is created at the tower every 5 seconds it is attacking.

OR create it when the tower is built and let it shoot on it's own with a 5 second attack speed.

That is forced to attack the unit that the tower is attacking.
 
You don't really need the gyro's skill...

just making the attack type to Missile - Splash and setting the AOE will do... You can even modify the AoE where it deals full damage, medium damage and small damage...

but the fact remains that you will lose the "Attack Ground" command... Attack ground allows you to force attack into a ground, missile splash doesn't...
 
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Actually, I didn't scrified the Attack Ground. Triggering the Burning Oil ability add works perfectly everytime. I didn't had to use OOL nor any other Orb. I still have the AoE attack.
 
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