I'm not too good with triggers.Give the units max projectile speed and use a Damage Detection System to determine when one of these beam units attacks/damages a new target (in this instance you might be able to get away with the generic "a unit is attacked" event instead of a DDS despite it normally being a horrible idea to use). After that you have two choices:
- Create an infinite duration drain life ability for the beam unit that can affect spell-immune targets, and when they find a new target just order them to cast it on that target. This method will show an ability on the command card of the beam unit, no way around that, and the beam units will not be able to move while attacking.
- Make your own damage over time system with lightning effects, which will be more effort but enable the units to move while attacking and won't show anything on the command card.
That's quite a less helpful "help"Then give up on this idea or learn a little bit and go with 1.
I gave you a very specific idea and then explicitly stated which one is easier, and you didn't even try. The trigger is LITERALLY THIS:That's quite a less helpful "help"
Noice tip.Give the units max projectile speed and use a Damage Detection System to determine when one of these beam units attacks/damages a new target (in this instance you might be able to get away with the generic "a unit is attacked" event instead of a DDS despite it normally being a horrible idea to use). After that you have two choices:
- Create an infinite duration drain life ability for the beam unit that can affect spell-immune targets, and when they find a new target just order them to cast it on that target. This method will show an ability on the command card of the beam unit, no way around that, and the beam units will not be able to move while attacking.
- Make your own damage over time system with lightning effects, which will be more effort but enable the units to move while attacking and won't show anything on the command card.
AFAIK. That's kinda the point of Spellbook witchcraft; hidden spells of all kinds.If you order a unit to use an ability that it has but is inside a spell book, does it work? My comment about not being able to remove the icon kind of stems from drain life being a channeled ability so if you remove/disable it mid cast it'll just stop.
Huh, really? Seems counter-intuitive.You cant even order units to do so if the spell book isnt disabled.
Woah, never thought of that. I've never cared about Macs, so I'm good there. xDWietlol said:However, adding it to a spell book is not the only way of adding a hidden ability to a unit.
Ever tried to set the y value of the icon to -11?
(This however crashes for macs, but there was a number (in about minus 2 million) that worked for mac as well.)