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Can't unpause paused unit after casting channel based ability

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Level 18
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Dec 17, 2009
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1,114
Thx for replying this is da trigger

  • Bullet Attack
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Iryutto Shutto
    • Actions
      • Set IS_Dummy = Dummy For Conquistador
      • Set IS_Range = 350.00
      • Set IS_Point = (Position of (Target unit of ability being cast))
      • Set IS_Caster = (Casting unit)
      • Set IS_Target = (Target unit of ability being cast)
      • Unit - Pause IS_Caster
      • Unit - Pause IS_Target
      • Special Effect - Create a special effect attached to the chest of IS_Caster using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
      • Unit - Add PS Dummy ABility to IS_Caster
      • Animation - Play IS_Caster's Stand Ready animation
      • Unit - Make IS_Caster Invulnerable
      • Unit - Make IS_Target Invulnerable
      • Unit - Create 1 IS_Dummy for (Owner of IS_Caster) at (Position of IS_Caster) facing (Position of IS_Target)
      • Special Effect - Destroy (Last created special effect)
      • Set IS_RemoveUnit[1] = (Last created unit)
      • Unit - Add PS Dummy ABility to PS_RemoveUnit[1]
      • Animation - Change IS_RemoveUnit[1]'s vertex coloring to (100.00%, 100.00%, 60.00%) with 35.00% transparency
      • Special Effect - Create a special effect attached to the chest of IS_RemoveUnit[1] using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
      • Animation - Play IS_RemoveUnit[1]'s Stand Ready animation
      • Unit - Pause IS_RemoveUnit[1]
      • Unit - Make IS_RemoveUnit[1] Invulnerable
      • Special Effect - Destroy (Last created special effect)
      • Unit - Create 1 IS_Dummy for (Owner of IS_Caster) at (Position of IS_Caster) facing (Position of IS_Target)
      • Set IS_RemoveUnit[2] = (Last created unit)
      • Unit - Add PS Dummy ABility to IS_RemoveUnit[2]
      • Animation - Change IS_RemoveUnit[2]'s vertex coloring to (100.00%, 100.00%, 60.00%) with 35.00% transparency
      • Special Effect - Create a special effect attached to the chest of IS_RemoveUnit[2] using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
      • Animation - Play IS_RemoveUnit[2]'s Stand Ready animation
      • Unit - Make IS_RemoveUnit[2] Invulnerable
      • Animation - Play IS_RemoveUnit[1]'s Attack 1 animation
      • Animation - Play IS_RemoveUnit[2]'s Attack 1 animation
      • Special Effect - Destroy (Last created special effect)
      • Unit - Pause PS_RemoveUnit[2]
      • Animation - Play IS_Caster's Attack 1 animation
      • Special Effect - Create a special effect at (Position of IS_Caster) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Wait 0.10 seconds
      • Special Effect - Destroy (Last created special effect)
      • Animation - Play PS_Target's Death animation
      • Unit - Unpause IS_RemoveUnit[1]
      • Unit - Unpause IS_RemoveUnit[2]
      • Unit - Remove IS_RemoveUnit[1] from the game
      • Unit - Remove IS_RemoveUnit[2] from the game
      • Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
      • Wait 0.05 seconds
      • Special Effect - Destroy (Last created special effect)
      • Unit - Make IS_Target Vulnerable
      • Unit - Cause IS_Caster to damage IS_Target, dealing ((Real((Level of Iryutto Shutto for IS_Caster))) x (Real((Intelligence of IS_Caster (Include bonuses))))) damage of attack type Spells and damage type Normal
      • Unit - Make IS_Caster Vulnerable
      • Unit - Remove PS Dummy ABility from IS_Caster
      • Unit - Unpause IS_Caster
      • Unit - Unpause IS_Target
      • Custom script: call RemoveLocation( udg_IS_Point)
 
Level 18
Joined
Dec 17, 2009
Messages
1,114
anyways, can i ask how to make a hero stops casts an ability?

Example

  • Fire
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fire
    • Actions
      • Wait 3.00 seconds
      • Unit - Order Casting Unit to Night Elf Demon Hunter - Deactivate Immolation


And i have been having a problem with my Kingdom Hearts Arena project like this

  • Final
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Final Form
    • Actions
      • Unit - Replace (Casting unit) with a Final Form using The old unit's relative life and mana
      • Set Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))] = (Last created unit)
      • Unit - Set level of Blizzard for Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))] to (Level of Thunder for Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))])
      • Unit - Set level of Fire for Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))] to (Level of Thunder for Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))])
      • Unit - Set level of Thunder for Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))] to (Level of Thunder for Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))])
      • Game - Display to (All players matching ((Matching player) Equal to (Owner of Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))]))) the text: 95 Seconds left
      • Wait 30.00 seconds
      • Game - Display to (All players matching ((Matching player) Equal to (Owner of Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))]))) the text: 65 Seconds left
      • Wait 30.00 seconds
      • Game - Display to (All players matching ((Matching player) Equal to (Owner of Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))]))) the text: 35 Seconds left
      • Wait 35.00 seconds
      • Game - Display to (All players matching ((Matching player) Equal to (Owner of Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))]))) the text: Drive Gauge Deplete...
      • Unit - Replace Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))] with a Keyblade Wielder using The old unit's relative life and mana
      • Unit - Set level of Blizzard for Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))] to (Level of Thunder for Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))])
      • Unit - Set level of Fire for Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))] to (Level of Thunder for Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))])
      • Unit - Set level of Thunder for Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))] to (Level of Thunder for Normal_DriveBack[(Player number of (Owner of (Last replaced unit)))])
The problem, i cant set the ability level!
 
You replaced the casting unit (Triggering should be, by the way). Its values are now gone from the game, so you can't just set the level equal to the level of the ability. You need to firstly store them in variables of type Integer and then set the levels, by using the variables.

By the way, Metamorphosis retains the abilities, why don't you use that?
 
Level 18
Joined
Dec 17, 2009
Messages
1,114
You replaced the casting unit (Triggering should be, by the way). Its values are now gone from the game, so you can't just set the level equal to the level of the ability. You need to firstly store them in variables of type Integer and then set the levels, by using the variables.

By the way, Metamorphosis retains the abilities, why don't you use that?


it bugs my map like

this

I tested it, and i used Valor FOrm (Metamorhphosis)

The Drive Form Bar(Time LImit)(Changed the name lol)

I must wait 95 seconds (the time ) then the unit evolves =.=

then the bar restarted again?! then i waited then the Drive form bar dissapeared and then it wont change back == looks kinda funny and ... whadda heck ==:hohum:
 
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