• Check out the results of the Techtree Contest #19!
  • 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.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

[Solved] Creeps Above Level 6

Status
Not open for further replies.
Level 3
Joined
Jan 3, 2016
Messages
11
Recently got into map making again and realized an issue with creeps past level 6 where they have better AI and will have a hero level resistance to abilities (e.g Banish only lasts 5 seconds instead of 10). Since a majority of my creeps are lvl 6+, reaching all the way to lvl 50 I don't really want them all to share ability resistance with a hero. Is there some way to fix this?
 
Not sure why this is even a thing - I would have expected something in gameplay constants or unit's field instead of obscurely hard-coding it.
The issue is related to unit's race, so change the creep's race to one of the standard races - human/orc/night elf/undead and it will lose it's hero/too powerful status.

Edit: Seems only units of type "Creep" and above level 5 are considered as too powerful/hero, so you can change their race to any other race available - even "None" or "Other" or "Critter", etc.
 
Last edited:
Not sure why this is even a thing - I would have expected something in gameplay constants or unit's field instead of obscurely hard-coding it.
The issue is related to unit's race, so change the creep's race to one of the standard races - human/orc/night elf/undead and it will lose it's hero/too powerful status.

Edit: Seems only units of type "Creep" and above level 5 are considered as too powerful/hero, so you can change their race to any other race available - even "None" or "Other" or "Critter", etc.
Great thank you! I had real trouble finding any information on this, I'll try it out.
 
In that case perhaps modifying the duration based on whether or not it's a hero would be more suitable.
  • Duration Modification
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to YourAbility (Neutral Hostile)
      • ((Target unit of ability being cast) is A Hero) Equal to False
      • (Level of (Target unit of ability being cast)) Greater than or equal to 6
    • Actions
      • Ability - Set Ability: (Unit: (Triggering unit)'s Ability with Ability Code: (Ability being cast))'s Real Level Field: Duration - Hero ('ahdu') of Level: ((Level of (Ability being cast) for (Triggering unit)) - 1) to (Ability: (Unit: (Triggering unit)'s Ability with Ability Code: (Ability being cast))'s Real Level Field Duration - Normal ('adur'), of Level: ((Level of (Ability being cast) for (Triggering unit)) - 1))
If it does what it says on the tin then this would allow you to keep the duration the same as the duration meant for standard units; But, I've not extensively used this trigger so it may prove fickle in use~
 
Status
Not open for further replies.
Back
Top