• 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.

[Solved] Change death animation summond units

Status
Not open for further replies.
Level 2
Joined
Aug 13, 2012
Messages
5
I created a custom ability for the Necromancer, which turns him into a "Lich" (a custom unit, the hero "Lich" is renamed to "Arch-Lich").
After the Lich dies, its hidden ability activates, creating a "Lich (Body)" which dies after a few seconds and a "Lich (spirit)": , a unit which cannot attack but can cast spells (it looks like a shade).

We all know, how summoned units dies. A bit of red sparks, and it dissapears.
I want to change the dying animation of the summoned "Lich (spirit)". How can I do this?

I tried to use the trigger "when specific unit dies, but the unit sellection does not work"

Can you guys help me with changing this death animation?
 
Just avoid using the Spawn Hydra ability and create it yourself:
  • Tr
  • Events
    • Unit - A unit dies
  • Conditions
    • (Unit-Type of (Triggering unit)) Equal to Arch-Lich
  • Actions
    • Set Point1 = (Position of (Triggering unit))
    • Unit - Create 1 Lich (spirit) for (Triggering player) at Point1 facing Default Building Facing degrees
    • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
    • Custom script: call RemoveLocation (udg_Point1)
 
Level 16
Joined
May 1, 2008
Messages
1,605
Just a small question, because I'm not sure you did a mistake or wc3 editor really can do this:

  • Unit - Create 1 Lich (spirit) for (Triggering player) at Point1 facing Default Building Facing degrees
At all you can't use Triggering Player because you don't a player event. Is this a typo or does the action works like this now?
 
Level 2
Joined
Aug 13, 2012
Messages
5
This is what I did:

  • Transform to Demon
  • Events
    • Unit - A spell is being cast
  • Conditions
    • (Ability being cast) Equal to Transform to Demon
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Unit-type off (Target-unit of Ability being cast)) Equal to Necromancer
    • Then - Actions
      • Special Effect - Create Special Effect at (Position of (Target-unit of Ability being cast)) using Abilities\Spells]Other\Doom\DoomDeath.mdl
      • Unit - Create 1 Lich for (Owner of (Target-unit of Ability being cast)) at (Position of (Target-unit of Ability being cast)) facing Default building facing degrees
      • Unit - Remove (Target-unit of Ability being cast) from the game
    • Else - Actions
      • Do nothing
The Transform to Demon Spell is a copy of Doom, but stripped of all it's functions and can only be casted at self.

And when this Lichs dies:

  • Dying Lich
  • Events
    • Unit - A unit dies
  • Conditions
    • (Unit-Type of (Triggering unit)) Equal to Lich
  • Actions
    • Set Point1 = (Position of (Triggering unit))
    • Unit - Create 1 Lich (spirit) for (Triggering player) at Point1 facing Default Building Facing degrees
    • Unit - Create 1 Lich (body) for (Triggering player) at Point1 facing Default Buidling Facinf degrees
    • Unit - Add a 40.00 second Generic expiration timer to (Last created unit)
    • Custom script: call RemoveLocation (udg_Point1)
My philosophy behind this: A body cannot live on whitout a soul for too long. so it dies after 40 secconds.

The spirit however does live on, and can cast spells. But it cannot attack.

Thanks to Pharaoh for the Dying Lich script.

Thanks to the rest of you for thinking for a solution.
 
Last edited:
Status
Not open for further replies.
Top