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Aura on an invisible unit

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Level 6
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Feb 6, 2008
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166
I want to make an aura on an invisible unit. What would be the best way to go about doing this?

Should I use something like this?
  • SlowAura Add to Group
    • Events
      • Unit - A unit Finishes training a unit
    • Conditions
      • (Unit-type of (Trained unit)) Equal to Dread Eye
      • ((Trained unit) is in SlowAura_Group) Equal to False
    • Actions
      • Unit Group - Add (Trained unit) to SlowAura_Group
      • Trigger - Turn on BTA Pick Units <gen>
  • SlowAura Pick Units
    • Events
      • Time - Every 0.25 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in SlowAura_Group and do (Actions)
        • Loop - Actions
          • Set SlowAura_Temp_Unit_1 = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (SlowAura_Temp_Unit_1 is alive) Equal to True
            • Then - Actions
              • Set SlowAura_Temp_Loc_1 = (Position of SlowAura_Temp_Unit_1)
              • Set SlowAura_Temp_Group_1 = (Units within 300.00 of SlowAura_Temp_Loc_1 matching ((...blah blah blah... Page stretcher.
  • ......and more stuff......
or should I just create a dummy unit every .25 seconds on top of the invis unit and give it the aura and a .25 second lifespan?

Edit: By the way, I am NOT going to edit gameplay constants. That would make auras work for all invis units, and that's not what I'm looking for.
 
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Level 6
Joined
Feb 6, 2008
Messages
166
The problem is that Invisible units seem to be unable to have auras. I'll post up pictures soon to show what I mean.

Edit: Picture attached. First picture ever attached, so I'm going to try using the image tag to see if it works.

attachment.php
 

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  • 009 - Dread Eye.png
    009 - Dread Eye.png
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Level 15
Joined
Aug 31, 2009
Messages
776
By default, invisible and burrowed units are incapable of bestowing auras, unless the value in the Gameplay Constant is edited. As this is a constraint to his problem that he cannot use this feature, then the best solution would be to do a manual aura such as the 0.25 periodic trigger method you mentioned before.

You could also try adding/removing the invisibility from the unit within a very small time frame (say.. 0.01 seconds?) during that time the aura might just reach out and affect the units in question. As Auras often have a long time before they update themselves (around every 1 second) it may be possible for the aura to be applied constantly, when in fact it is only active for a fraction of a second, by constantly adding/removing the invisibility ever 0.8 seconds or so for 0.01 seconds each time.
 
Level 6
Joined
Jul 24, 2008
Messages
180
I have a solution that may solve your problem. I'm not sure if you want to see the unit, but if not use the Bugger model under Spawned Effects. It creates an invisible model and you can scale it down to prevent selection. If you want the invisible unit still, you should just change the boolean in Game Constants. There's not a problem with doing that, so long as you don't have auras on invisible units currently that you DON'T want to work.
 
Level 6
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Feb 6, 2008
Messages
166
The problem with changing gameplay constants, is that this is basically a melee map with extra races. If I modify gameplay constants, people could have Death Knights with Cloak of Shadows bestowing Unholy Auras on their units. I just don't like that idea, because that's not how it works in melee games.

I'll think about things, and see if I change how I want the unit to work.

Edit: I decided to make the unit able to turn on and off invisibility like immolation, thus turning on and off the slow aura. It might even fix balance issues with the unit.
 
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