Acolyte effect

Level 6
Joined
Sep 11, 2013
Messages
175
if i begin constructing a building undead with acolyte [acolyte receives blink effect instantly [on chest] until building are finished constructing].
how make that?
help me please :/:)
 
Level 9
Joined
Apr 23, 2011
Messages
528
if you mean the feature that acolytes don't need to "maintain" building, just copy the acolyte's build ability, if there is one (haven't opened WE in a long time). you can also copy the acolyte unit and change anything else.
 
Level 6
Joined
Sep 11, 2013
Messages
175
if you mean the feature that acolytes don't need to "maintain" building, just copy the acolyte's build ability, if there is one (haven't opened WE in a long time). you can also copy the acolyte unit and change anything else.

where is acolyte's build ability?
 
Level 17
Joined
Dec 11, 2014
Messages
2,008
Use triggers If I got you Right.



where is acolyte's build ability?

You cannot find it In Abilities Used in OE. It is created Whenever you Try to build. In order to find it Look in Ability Tab.

EDIT:


  • Example
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Build (Undead)
    • Actions
      • Set Integer_Acolyte = (Integer_Acolyte + 1)
      • Set Triggering_Acolyte[Integer_Acolyte] = (Triggering unit)
      • Special Effect - Create a special effect attached to the chest of Triggering_Acolyte[Integer_Acolyte] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
      • Set The_Effect[Integer_Acolyte] = (Last created special effect)
      • Custom script: set udg_Triggering_Acolyte[Integer_Acolyte] = null
      • Countdown Timer - Start Some_Timer[Integer_Acolyte] as a One-shot timer that will expire in 2.26 seconds


  • Timer
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Integer_General) from 1 to Integer_Acolyte, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Remaining time for Some_Timer[Integer_General]) Less than or equal to 0.00
            • Then - Actions
              • Special Effect - Destroy The_Effect[Integer_General]
            • Else - Actions
 
Last edited:
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