Autocast Spell - "Glitch Workaround"

Did you find this helpfull?


  • Total voters
    177
Status
Not open for further replies.
Level 4
Joined
Oct 8, 2004
Messages
64
Problem:
When upgradeing from a "level 1" tower, to a "level 2" tower, the autocast spell on the "level 2" tower would not be active even with the spell in the "Default Active Ability", and "Normal Ability" fields.

Note:
The autocast spell is a copy of "parasite", copy and pasted as a custom, then the stats modified to be of a higher quality then that of the same spell used on the "level 1" tower.

-----------------------------------------------------
( GLITCH?!?! )
-----------------------------------------------------

Note:
After a hour or so of screwing around with triggers and ways of trying to get the parasite spell on the "level 2" tower to be "active" as autocast and failing. I determined the if the "Level 2" tower was built instead of upgraded to, the spell would be active by default like it was suspose to be.

Note!:
When the "level 2" tower is built instead of being upgraded to, the autocast spell would be ACTIVE by default like it is suspose to be.

-----------------------------------------------------
( FIX )
-----------------------------------------------------

Note:
So finally I had a way to make the stupid spell be active as autocast like it was suspose to be working by creating a trigger that goes like:

-----------------------------------------------------
Event:
A unit finishes upgrade
Condition:
unit type of (triggering unit) = "level 1"
Action:
Replace (triggering unit) with "level 2"
-----------------------------------------------------

I hope this helps out someone else who runs into this problem while constructing a map. A tower defense map was what i was working on.

Hopefully this saves someone some time trying to figure why the spell isn't active by default like it should be.
 
Status
Not open for further replies.
Back
Top