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Disarm Snippet v1.1

Disarm Snippet
IMPORT GUIDE :
1. Enable "Tick the Automatically create unknown variables ..." located at File>Preference>General
2. Import TimedSpecialEffect if it is not imported to the map yet
3. Copy the DisarmSnippet Folder in the Trigger Editor
4. Configure the DisarmSnippetConfig trigger according to the comments provided
5. Configure triggers for abilities and other stuff that will utilize DisarmSnippet
SYSTEM INFORMATION :
A disarm snippet meant to be a replacement of Disarm System I wrote in the past using the new natives instead of the Cargo Hold approach. I do not update the old one since they are aimed for different patches. This system is designed in extreme similarity with Stun Snippet. To register a disarmed unit, refer to the DisarmSnippetSampleRegister trigger below:

  • DisarmSnippetSampleRegister
    • Events
    • Conditions
    • Actions
      • -------- Unit that will get disarmed --------
      • Set DisarmSnippet__DisarmedUnit = No unit
      • -------- Disarm duration --------
      • Set DisarmSnippet__Duration = 0.00
      • -------- Effect shown, if <empty string> will fall back to default --------
      • Set DisarmSnippet__SFX = <Empty String>
      • -------- Attach point for the effect shown, if <empty string> will fall back to default --------
      • Set DisarmSnippet__AttachPoint = <Empty String>
      • -------- Register the stun effect --------
      • Trigger - Run DisarmSnippet_TRegister (checking conditions)
MEDIA SHOWCASE :
CHANGELOG :
Version 1.1:
- Updated TimedSpecialEffect to v1.8.1
- Changed DisarmSnip_DEFAULTAttachPoint to DisarmSnippet_DEFAttachPoint
- Added backward compatibility for above change
- Added DisarmSnippet__HideButton
- Added DisarmSnippet_DEFHideButton
- The default behavior of HideButton feature is True, allowing no external code changes when upgrading from v1.0 to v1.1
- Added an information for how to test the system in test map
NOTE: Due to how Blizzard's Hide UI behavior, the final result might be slightly inconsistent if some instances are True and others are False
Version 1.0: Released

CREDIT :
- Vinz for the wonderful Disarm effect
Contents

Disarm Snippet v1.1 (Map)

Reviews
Wrda
Moved to Awating update as requested by the resource owner. Short explanation: Clash of a dependency's different versions when imported with other resources of the same owner.
Antares
Since @Wrda already approved this and it was just sent back to pending on your request, your triggers probably don't contain any viruses and I can just blindly reapprove it.
Level 45
Joined
Feb 27, 2007
Messages
5,578
Effect shown, if <empty string> will fall back to default
I don't think that's a good idea. I might want to disarm a unit without showing any effect at all, and the only way I could do that is to pass an invalid string which is not something a GUI user is likely to think to do. Also not having a debuff on the UI to show the unit is disarmed is potentially good or potentially bad depending on user preference. I would make that an option.
 
I don't think that's a good idea. I might want to disarm a unit without showing any effect at all, and the only way I could do that is to pass an invalid string which is not something a GUI user is likely to think to do. Also not having a debuff on the UI to show the unit is disarmed is potentially good or potentially bad depending on user preference. I would make that an option.
How about making the default string as empty if that helps? User can always specify the default string themselves depending on their map. Oh yeah, the buff shenanigans. I need to think how to handle it instead of letting users handling it on their on, both this and Stun Snippet, though it is beyond the original concept of these snippets.
 
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Since @Wrda already approved this and it was just sent back to pending on your request, your triggers probably don't contain any viruses and I can just blindly reapprove it.
That viruses part almost got me laughing :D

Thanks! I really appreciate it and my apologies for the troubles.
 
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