• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Change an item facing angle?

Status
Not open for further replies.
Level 17
Joined
Nov 13, 2006
Messages
1,814
need a dummy ability and dummy unit based on item model what u want

then

  • Add ability to units
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit - Add Dummy ability to Paladin 0000 <gen>
      • Unit - Add Dummy ability to Archmage 0002 <gen>
  • Order Unit
    • Events
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • (Target unit of issued order) Not equal to No unit
      • (Level of Dummy ability for (Triggering unit)) Not equal to 0
      • (Unit-type of (Target unit of issued order)) Equal to Night elf flag
      • (String((Issued order))) Equal to smart
    • Actions
      • Unit - Order (Triggering unit) to Night Elf Wisp - Renew (Target unit of issued order)
  • Start ability
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dummy ability
    • Actions
      • Unit - Remove (Target unit of ability being cast) from the game
      • Hero - Create Night Elf Flag and give it to (Triggering unit)
  • Unit Drop the item
    • Events
      • Unit - A unit Loses an item
    • Conditions
    • Actions
      • Set p = (Position of (Last dropped item))
      • Unit - Create 1 Night elf flag for Neutral Passive at p facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_p)
      • Item - Remove (Last dropped item)
 

Attachments

  • 1_item_pick_with_unit.w3x
    18 KB · Views: 35
Level 5
Joined
Nov 30, 2012
Messages
200
Just copy and paste the trigger into your map. It should create the variables automatically for you. For turning the item back into a unit, just do something like this:

Events
Unit - A Unit Loses an Item

Conditions
Item - Item Type of Manipulated Item = Item

Actions
set p = Position of Manipulated Item
Item - Remove Item from the Game
Unit - Create 1 Item Unit for Neutral Passive at p facing FacingAngle
Custom Script: call RemoveLocation( udg_p )
 
Status
Not open for further replies.
Top