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Could use some help on seemingly simple things.

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Alright so over on playffa.net we are making a patch and changing a few things in normal melee games. We've been running into some trouble getting a few abilities going, or working correctly. I myself am kind of new to the trigger editor, though I can do some things and have many "almost working" ideas.

For one of them, we want to make it so when a crypt lord impales a unit, they are no longer invulnerable while in the air.

My idea was something like

  • Crypt Lord
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Impale
    • Actions
      • Set Impaled = (Units in (Playable map area) matching (((Matching unit) has buff Impale) Equal to True))
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Unit - Make (Matching unit) Vulnerable)
      • Unit Group - Remove all units from Impaled
But obviously it doesn't work because they are hit like .5 seconds after you cast the ability, and even if I put a wait time on it will be really inaccurate and units are hit at different times, etc. If I take the air time off completely, it just looks really bad. I know Lion in Dota impales units and they are vulnerable in the air-- Anyone know what to do for this?

This is probably a really simple question, but how would I go about increasing the Potm's range permanently by 100 when she skills level 2 searing arrow? Also it would be best if I could remove it as well when she uses a tome of retraining.

I have a few more questions but these are 2 I'm to working on now.

and for reference: http://playffa.net/topic/10485069/4/?x=20#new

Thanks for any help!
 
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If you implement a damage detection system, you could use that to detect the damage source as impale, so when they take damage from impale, you make them vulnerable.

As for the range thingy. The only ability in the game that increases range is the upgrade "Long Rifles". You can use triggers to research the upgrade when you learn the ability.
Don't know if it will work, but you can probably set research level of it to 0 when using tome of retraining. I don't have Editor open at the moment, so I might be a bit of :)
 
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Obviously the picking trigger is wrong.
Where you have to replace it to :
  • Unit Group - Pick every unit in Impaled and do (Unit - Make (Picked Unit) Vulnerable)
The first problem in your trigger was that you picked all units in the map , you created a group and you didn't use it. Second, you picked all the units although they aren't supposed to be picked, but you used (Matching Unit) instead of (Picked Unit), if you pick units in a unit group, use (Picking Unit) to refer for them. As for (Matching Unit) , it's actually used in Conditions for example :
UnitGroup = ( All Units in Region 0000 , matching condition ( (Matching Unit) is alive) Equal to True ). So Matching Unit refers to the matching condition.

For the range thingy, as @ShameWalker said, it's an upgrade called 'Long Rifles'.
If you wonder how the hell Dwarvenen Sniper ( In DotA ) has got the ability to increase range, it's because the Dwarven Sniper , in object Editor, upgrades used = Long Rifles.

When he learns ability, in trigger editor, increase Long Rifles upgrade to 1, when he levels it up, increase by one.
Of course, you should set 'Long Rifles' options in Object Editor, Upgrades tap.

If you want me to post a trigger about how that works, I will definitely do ;)

Good luck in your project or whatever
 
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If you implement a damage detection system, you could use that to detect the damage source as impale, so when they take damage from impale, you make them vulnerable.

As for the range thingy. The only ability in the game that increases range is the upgrade "Long Rifles". You can use triggers to research the upgrade when you learn the ability.
Don't know if it will work, but you can probably set research level of it to 0 when using tome of retraining. I don't have Editor open at the moment, so I might be a bit of :)

http://www.thehelper.net/threads/gui-friendly-damage-detection.123417/ I was actually looking at this one before.. would this be able to do what I need?
 
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