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Double Hero

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Level 13
Joined
Oct 27, 2008
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1,176
Ok i don't know if this would be trigger or just a skill i can setup normaly
i think its a trigger though so
Ok well i'm looking to make a skill that clones the hero sorta like the diablo skill for assassins
meant to deal damage and have a duration
can anyone help me make this?
 
Level 13
Joined
Oct 27, 2008
Messages
1,176
skills really and deals damage
same stats as the hero that casts the skill of course
items dont really make a difference to me if it can use them or not
ok what if i gave it the skills as the hero that made the clone (leaveing out the clone skill) and put in triggers to use the skills at the same time as the normal hero?
 
Level 8
Joined
Apr 24, 2008
Messages
151
so... create in object editor a hero, "clone", after casting a you'r spell, this "clone" summoning and with action of set atributes, set to this "clone" attributes what have a real hero, and learn with triggers skills of real hero, after some seconds just remove this "clone"
 
Level 9
Joined
Apr 7, 2008
Messages
176
Here you go. I did exactly what your asking for, only with Piccolo on this Pack of mine. Difference is it summons 2, but is easily adjusted in the trigger.
It's also GUI and you seem new to this, so would be a good starting point.

Ok, here is the updated version of that pack.
 
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Level 14
Joined
Mar 4, 2009
Messages
1,156
Ok i don't know if this would be trigger or just a skill i can setup normaly
i think its a trigger though so
Ok well i'm looking to make a skill that clones the hero sorta like the diablo skill for assassins
meant to deal damage and have a duration
can anyone help me make this?



  • Untitled Trigger 005
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to YOUR ABILITY
    • Actions
      • Set FIXLAGS = (Position of (Casting unit))
      • Unit - Create 1 (Unit-type of (Casting unit)) for (Owner of (Casting unit)) at FIXLAGS facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_FIXLAGS)
      • Hero - Set (Last created unit) Hero-level to (Level of (Casting unit)), Hide level-up graphics
      • Hero - Set (Last created unit) experience to (Hero experience of (Casting unit)), Hide level-up graphics
      • Hero - Create (Item-type of (Item carried by (Casting unit) in slot 1)) and give it to (Last created unit)
      • Hero - Create (Item-type of (Item carried by (Casting unit) in slot 2)) and give it to (Last created unit)
      • Hero - Create (Item-type of (Item carried by (Casting unit) in slot 3)) and give it to (Last created unit)
      • Hero - Create (Item-type of (Item carried by (Casting unit) in slot 4)) and give it to (Last created unit)
      • Hero - Create (Item-type of (Item carried by (Casting unit) in slot 5)) and give it to (Last created unit)
      • Hero - Create (Item-type of (Item carried by (Casting unit) in slot 6)) and give it to (Last created unit)
ability called "YOUR ABILITY was war stomp


if there is any problem tell me ...
 
Level 9
Joined
Jul 3, 2008
Messages
495
Ehm why all these complicated ways, when there is a much easier way.

  • Events
    • Unit - A unit owned by Player 1 (Red) Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Clone
  • Actions
    • Set CASTING_UNIT = (Casting unit)
    • Game Cache - Create a game cache from Clone.w3v
    • Set GAMECACHE = (Last created game cache)
    • Game Cache - Store CASTING_UNIT as Clone of Clone in GAMECACHE
    • Game Cache - Restore Clone of Clone from GAMECACHE for Player 1 (Red) at (Position of CASTING_UNIT) facing 0.00
    • Set CASTING_UNIT = (Last restored unit)
    • For each (Integer A) from 1 to 6, do (Actions)
      • Loop - Actions
        • Item - Make (Item carried by CLONED_UNIT in slot (Integer A)) Undroppable
    • Unit - Remove Clone from CLONED_UNIT
    • Unit - Add a 60.00 second Generic expiration timer to CASTING_UNIT
This will create a 100% clone of your units, with the same attributtes, abilitis items, heath etc..

Note: There is leaks you need to remove, and you dont need to create a game cache every time you use the spell,
and its not MUI. But I think you can fix the rest yourself.
 
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