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Colored Special Effect (Dummy)

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I think it will be best if you seen it for yourself so I added the map: Tauren Cheiften's active ability.
There are total of 4 players:
1) Red
2) Blue
3) Teal
4) Purple

I want the colors to be like this

Player 1's spell: change color of unit to 100/000/000 (red blue green)
Player 2's spell: change color of unit to 000/100/000 (red blue green)
Player 3's spell: ?
Player 4's spell: ?

Attached: the project.
 

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  • Footman Strategy V1.01.w3x
    66 KB · Views: 43
Due to 1 hour without a respond I decided to show things betters:
  • Ice Shield
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ice Shield (Q)
    • Actions
      • Set p = (Position of (Triggering unit))
      • Set player = (Owner of (Triggering unit))
      • Set int2 = 16
      • Set int2 = (int2 - ((Level of (Ability being cast) for (Triggering unit)) x 4))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of (Ability being cast) for (Triggering unit)) Equal to 1
        • Then - Actions
          • Set unit_type = Ice Shield (level 1)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of (Ability being cast) for (Triggering unit)) Equal to 2
            • Then - Actions
              • Set unit_type = Ice Shield (level 3)
            • Else - Actions
              • Set unit_type = Ice Shield (level 2)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • player Equal to Player 1 (Red)
        • Then - Actions
          • Set Real = 100.00
          • Set Real_2 = 0.00
          • Set Real_3 = 0.00
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • player Equal to Player 2 (Blue)
            • Then - Actions
              • Set Real = 0.00
              • Set Real_2 = 0.00
              • Set Real_3 = 100.00
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • player Equal to Player 3 (Teal)
                • Then - Actions
                  • Set Real = 50.00
                  • Set Real_2 = 50.00
                  • Set Real_3 = 0.00
                • Else - Actions
                  • Set Real = 0.00
                  • Set Real_2 = 50.00
                  • Set Real_3 = 50.00
      • For each (Integer A) from 1 to 360, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Integer A) mod int2) Equal to 0
            • Then - Actions
              • Set real = (Random real number between 1.00 and 10.00)
              • Set p2 = (p offset by 600.00 towards (Real((Integer A))) degrees)
              • Unit - Create 1 unit_type for player at p2 facing Default building facing degrees
              • Animation - Change (Last created unit)'s vertex coloring to (Real%, Real_2%, Real_3%) with 0.00% transparency
              • Unit - Add a real second Generic expiration timer to (Last created unit)
              • Custom script: call RemoveLocation(udg_p2)
            • Else - Actions
      • Custom script: call RemoveLocation(udg_p)
better map just go iseedeadpeople to seee the effects:ogre_love:
 

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  • Footman Strategy V1.02.w3x
    66.3 KB · Views: 38
@Nichilus Your method wordked, +rep.
Attached the solution.

Another questions ( rep for helping ), can the iceshields become blockers againts ground units, WITHOUT SHOWING HEALTH POINTS (with Shift or as default, which forced me to give them the locust ability that made them untouchable?
 

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  • Footman Strategy V1.03.w3x
    66.3 KB · Views: 39
Last edited by a moderator:
Level 33
Joined
Mar 27, 2008
Messages
8,035
^
Doodads to create the blocking, and attach pathing blocker to each doodads.
Run a timer, and when doodad is removed, remove pathing blocker too.
The pathing blocker is placed directly at the position of each doodads.

No unit is needed.

EDIT:
Do you mean the iceshield can be attacked ?
 
@ Hell_Master
First of all I would like to thank you for trying to help me out.
The map, however, need that ice shield unit as a unit that grants an aura and by that force it into being a real unit.
I could use path blockers but thanks to the spell's special duration ( 1-10 seconds for each boulder ) I was forced to leave the idea of actually block enemies away, and was forced to leave it as it is.
Thank you for your support.
 
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