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Burrows

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Level 9
Joined
Oct 17, 2007
Messages
547
Burrows has no attack, but they gain attack after a peon is load into them and the number of peons will increase the attack rate of the burrow.

I'm trying to make a unit similar to burrow, make it unable to attack unless units are put inside it, but for some reason, although it can't attack, the attack damage is always shown in the unit info window, can't make it disappear.
 
Level 3
Joined
Mar 29, 2009
Messages
35
Have you tried making a custom building that was based off a burrow and all you did was just change the model file and the graphics of the missile and change the requirements of it. I'm not sure about the attack damage part but I hope this helped.
 
Level 16
Joined
Jul 21, 2008
Messages
1,121
You can remove attack info only with triggers.

Attack info is shown in meele game.
55405d1243249129-burrows-buuuuuuuuuuuurrrooww.jpg


Triggers:

First create silence spell that disables attack. Then set it's duration to 0 and create custom buff.
Add your silence spell to dummy unit and copy following triggers.

  • First
    • Events
      • Unit - A unit enters (Entire map)
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Orc Burrow
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Unit - Create 1 <Dummy> for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
      • Unit - Order (Last created unit) to Neutral Dark Ranger - Silence TempPoint
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_TempPoint)
  • Second
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Battle Stations
    • Actions
      • Unit - Remove <Silence Buff> buff from (Triggering unit)
  • Third
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Stand Down
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Unit - Create 1 <Dummy> for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
      • Unit - Order (Last created unit) to Neutral Dark Ranger - Silence TempPoint
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_TempPoint)
 

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