• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Acolyte effect

Status
Not open for further replies.
Level 9
Joined
Apr 23, 2011
Messages
527
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 17
Joined
Dec 11, 2014
Messages
2,004
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:
Status
Not open for further replies.
Top