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Change Movement - Speed for units depending on Blight and Detection of Animations of Burrowed Units

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Oct 24, 2014
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Hello everybody,

Question 1:
I created a small mod for burrowed units, which allows them to move at 10% of their default movement speed while underground.
Then I tried creating a trigger which allows them to move at 50% of their default movement speed while burrowed on blighted ground.
I based my trigger on this thread:
movespeed increase while on blight

Worked with solution from this thread:
[Solved] - Unit expiration timer (Pause/Unpause)

I just can't get it to work :/

For comparison I tried increasing the movement speed of a nonburrowed unit, e.g the Crypt Lord, but this also does not work.
Please tell me what I'm doing wrong.


Question 2:
I added particle effects to the movement of burrowed units, which I want to be visible to anybody, even if they can't detect the unit itself.
Is that possible, if yes, how? Example is at the bottom of the map.

Greetings Iovilius
 

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  • BurrowedMovement.w3x
    3.9 MB · Views: 3
Last edited:

Uncle

Warcraft Moderator
Level 64
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Aug 10, 2018
Messages
6,583
What have you tried? Can we see your trigger(s)?

 
Level 2
Joined
Oct 24, 2014
Messages
7
I found a way to make Question 1 work.
Solution was in this thread:
[Solved] - Unit expiration timer (Pause/Unpause)

I used a spellbook and a dummy ability based on "Critical Strike (Neutral Hostile)"
Updated the map in the first post.

  • Burrowed Movement Ini
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Wait 0.00 seconds
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player - Disable BurrowedMovementBook (Custom) for (Player((Integer A)))
  • Burrowed Movement
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set temp_burrowed_group = (Units of type Burrowed Crypt Fiend (Custom))
      • Unit Group - Pick every unit in temp_burrowed_group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Position of (Picked unit)) is blighted) Equal to True
              • (Level of BurrowedMovementBook (Custom) for (Picked unit)) Less than 1
            • Then - Actions
              • Unit - Set (Picked unit) movement speed to (5.00 x (Default movement speed of (Picked unit)))
              • Unit - Add BurrowedMovementBook (Custom) to (Picked unit)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Position of (Picked unit)) is blighted) Equal to False
                  • (Level of BurrowedMovementBook (Custom) for (Picked unit)) Greater than or equal to 1
                • Then - Actions
                  • Unit - Set (Picked unit) movement speed to (Default movement speed of (Picked unit))
                  • Unit - Remove BurrowedMovementBook (Custom) from (Picked unit)
                • Else - Actions
      • Custom script: call DestroyGroup(udg_temp_burrowed_group)
      • Set temp_burrowed_group = (Units of type Burrowed Carrion Beetle (Level 2)(Custom))
      • Unit Group - Pick every unit in temp_burrowed_group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Position of (Picked unit)) is blighted) Equal to True
              • (Level of BurrowedMovementBook (Custom) for (Picked unit)) Less than 1
            • Then - Actions
              • Unit - Set (Picked unit) movement speed to (5.00 x (Default movement speed of (Picked unit)))
              • Unit - Add BurrowedMovementBook (Custom) to (Picked unit)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Position of (Picked unit)) is blighted) Equal to False
                  • (Level of BurrowedMovementBook (Custom) for (Picked unit)) Greater than or equal to 1
                • Then - Actions
                  • Unit - Set (Picked unit) movement speed to (Default movement speed of (Picked unit))
                  • Unit - Remove BurrowedMovementBook (Custom) from (Picked unit)
                • Else - Actions
      • Custom script: call DestroyGroup(udg_temp_burrowed_group)
      • Set temp_burrowed_group = (Units of type Burrowed Carrion Beetle (Level 3)(Custom))
      • Unit Group - Pick every unit in temp_burrowed_group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Position of (Picked unit)) is blighted) Equal to True
              • (Level of BurrowedMovementBook (Custom) for (Picked unit)) Less than 1
            • Then - Actions
              • Unit - Set (Picked unit) movement speed to (5.00 x (Default movement speed of (Picked unit)))
              • Unit - Add BurrowedMovementBook (Custom) to (Picked unit)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Position of (Picked unit)) is blighted) Equal to False
                  • (Level of BurrowedMovementBook (Custom) for (Picked unit)) Greater than or equal to 1
                • Then - Actions
                  • Unit - Set (Picked unit) movement speed to (Default movement speed of (Picked unit))
                  • Unit - Remove BurrowedMovementBook (Custom) from (Picked unit)
                • Else - Actions
      • Custom script: call DestroyGroup(udg_temp_burrowed_group)
 
Last edited:

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,583
A nice improvement would be this:
Create a permanent Unit Group, let's called it Burrowed.
When a unit uses the burrow ability -> Add them to the Burrowed unit group / do whatever else you may want to them
When a unit unburrows/dies -> Remove them from the Burrowed unit group / undo whatever you may have done before

Then you can periodically check the Burrowed group without needing to create 3 separate temporary unit groups.

You're also leaking a Point each time you do this:
  • ((Position of (Picked unit)) is blighted) Equal to False
Set a Point variable to the Position of the (Picked unit). It'd also be better to set a Unit variable to the (Picked unit) to make it more efficient.
  • Loop - Actions
  • Set Variable BurrowedUnit = (Picked unit)
  • Set Variable BurrowedPoint = (Position of BurrowedUnit)
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Then remove it after the If Then Else:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • Custom script: call RemoveLocation(udg_BurrowedPoint)
Regarding the audio issue, I don't know. You're on an older version so it's not like a recent patch broke the game.
 
Level 2
Joined
Oct 24, 2014
Messages
7
New Version hopefully without leaks:

  • Burrowed Movement Ini
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Wait 0.00 seconds
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player - Disable BurrowedMovementBook (Custom) for (Player((Integer A)))
  • Add to Burrowed Group
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to Crypt Fiend (Custom)
          • (Unit-type of (Triggering unit)) Equal to Carrion Beetle (Level 2)(Custom)
          • (Unit-type of (Triggering unit)) Equal to Carrion Beetle (Level 3)(Custom)
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Burrow (Crypt Fiend)(Custom)
          • (Ability being cast) Equal to Burrow (Scarab lvl 2)(Custom)
          • (Ability being cast) Equal to Burrow (Scarab lvl 3)(Custom)
    • Actions
      • Unit Group - Add (Triggering unit) to Burrowed_Group
  • Remove from Burrowed Group
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to Burrowed Crypt Fiend (Custom)
          • (Unit-type of (Triggering unit)) Equal to Burrowed Carrion Beetle (Level 2)(Custom)
          • (Unit-type of (Triggering unit)) Equal to Burrowed Carrion Beetle (Level 3)(Custom)
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Burrow (Crypt Fiend)(Custom)
          • (Ability being cast) Equal to Burrow (Scarab lvl 2)(Custom)
          • (Ability being cast) Equal to Burrow (Scarab lvl 3)(Custom)
    • Actions
      • Unit Group - Remove (Triggering unit) from Burrowed_Group
  • Burrowed Movement
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Burrowed_Group and do (Actions)
        • Loop - Actions
          • Set Burrowed_Unit = (Picked unit)
          • Set Burrowed_Point = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Burrowed_Point is blighted) Equal to True
              • (Level of BurrowedMovementBook (Custom) for Burrowed_Unit) Less than 1
            • Then - Actions
              • Unit - Set Burrowed_Unit movement speed to (5.00 x (Default movement speed of Burrowed_Unit))
              • Unit - Add BurrowedMovementBook (Custom) to Burrowed_Unit
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Burrowed_Point is blighted) Equal to False
                  • (Level of BurrowedMovementBook (Custom) for Burrowed_Unit) Greater than or equal to 1
                • Then - Actions
                  • Unit - Set Burrowed_Unit movement speed to (Default movement speed of Burrowed_Unit)
                  • Unit - Remove BurrowedMovementBook (Custom) from Burrowed_Unit
                • Else - Actions
          • Custom script: call RemoveLocation(udg_Burrowed_Point)
Thank you @Uncle for your help. Do you also have an idea how to solve my second problem? I want to make the particles from the burrowed movement animation visible to players even if the unit causing them is invisible to them? Or do you know where I could look for a solution? A video showcasing this is attached.
Also, I sometimes read here, how members give others 'Rep' to thank them for their help. Does this simply mean 'to reply' to posts or is there a 'Reputation' button for that?

Regarding the audio... I have autosave activated in the editor. It tried to save while I was changing stuff and got an error. I think that somehow messed with my audio settings, because they were all over the place.
 

Attachments

  • Warcraft III 2022-07-27 05-57-41.mp4
    13.7 MB
Last edited:
Level 24
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Messages
1,787
Handy system for that.
Bribe has an example in his damage system too:
 
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