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[Trigger] Enable .. Disable attack?

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Level 18
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You could trigger it:
Unit is attacked
Attacking unit is [Unit you need]
Order Attacking unit to stop.

Or you might have to morph it into a non-attacking unit of the same kind with Chaos (trick I learned now :p)
 
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Level 16
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You might use a dummy ability of the bladestorm, making it deal no damage and have no aoe etc.
And then giving it to the hero, activating it and removing it again.

This will still enable the hero to attack, but no damage will be made as long as the bladestorm is activated..

perhaps this could work?

Or you could make a dummy unit cast Curse with 100% miss chance on the target, but again it will be able to attack but without any damage.
 
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There is some ability you can add to unit, which disables attack. I just dont remember which ability it was..
 
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yea, dummy casting is instant, so with 1. AoE it should only affect the target, unless there is 2 units in top of eachother for some silly reason.

But hey. Isnt there also this one single target silence spell? That fire lords curse thingy?
 
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Unfortunately, the firelords spell (If you mean Soul Burn, that silences indeed) doesn't have the option to change what stuff should be silenced :[

I believe the easiest way for him would just be using a target-dummy spell, and letting the dummy unit cast a small enough silence on the target :)
 
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Try to add gargo hold ability to unit:

call UnitAddAbility( udg_Unit, 'Abun' )

it should disable attack, if Im not mistaken.

to enable attack do:

call UnitRemoveAbility( udg_Unit, 'Abun' )
 
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You should try to set the max number of carried units to 0 or something. Dont know, I havent really tested it too much, but I think it will work if you modify it a bit.
 
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  • Melee Initialization
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Disable Attack (Archimonde)
    • Actions
      • Set Target = (Target unit of ability being cast)
      • Set TempPoint[1] = (Position of (Target unit of ability being cast))
      • Unit - Create 1 Dummy for (Owner of (Casting unit)) at TempPoint[1] facing Default building facing degrees
      • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
      • Unit - Order (Last created unit) to Neutral Dark Ranger - Silence TempPoint[1]
      • Custom script: call RemoveLocation(udg_TempPoint[1])

This works.
 

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Level 18
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Check out this one:

Lot of work to use it though, but it looks nice since it also removes the attack stat interface.

Also works perfectly on heroes.

If you can't open it just let me know since that will mean I have to fix a little thing in my editor.
 

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Rmx

Rmx

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Well ... i think it only works for the ORC Cargo Hold ability ....

I just set carried unit = 0 ....... and added it to the hero... he cannot attack Disable attack... but it still show how much damage he can attack .. the sword thingy in the left of the attributes of the hero...

+REP for Billy the Cat and dansaDisco for trying to help :)
 

Rmx

Rmx

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I forgot to tell you: for my map pressing Esc will remove the attack and then Esc again will give it back :p Little test trigger

Loool it Bugged .. When i spam it FAST !!! the hero attack increase like 100 for every spam fast ... like ESC then ESC rapidly loool ....

Anyway the best is cargo hold ...... and in DOTA .. they do not use your technique and copy every unit loool :p just kidding but thank you
 

Rmx

Rmx

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Well, if you want to remove the thing showing how much damage he makes, without any bugs, i suggest you use my version, I can edit it if you want another event if you can't do that yourself :)

Well.. i did it ... But once the hero moves it won't get his attack disabled .. and if i increase the range of silence it will disable his allies ... so the only thing i can do is To just use the cargo hold .. but thank you :)
 
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Ah, true :p

This works however:
  • Esc
    • Events
      • Player - Player 1 (Red) skips a cinematic sequence
    • Conditions
    • Actions
      • Set TempPoint[1] = (Position of Archmage 0000 <gen>)
      • Set Affected = (Units within 600.00 of TempPoint[1] matching ((Matching unit) Not equal to Archmage 0000 <gen>))
      • Unit Group - Pick every unit in Affected and do (Actions)
        • Loop - Actions
          • Unit - Add Spell Immunity to (Picked unit)
      • Unit - Create 1 Dummy for Player 2 (Blue) at TempPoint[1] facing Default building facing degrees
      • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
      • Unit - Order (Last created unit) to Neutral Dark Ranger - Silence TempPoint[1]
      • Countdown Timer - Start Timer as a One-shot timer that will expire in 0.50 seconds
      • Custom script: call RemoveLocation(udg_TempPoint[1])
  • timer
    • Events
      • Time - Timer expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Affected and do (Actions)
        • Loop - Actions
          • Unit - Remove Spell Immunity from (Picked unit)
      • Custom script: call DestroyGroup(udg_Affected)


But I guess it has some minor downsides ^^
(units around him get magic immunity for 0.5 sec :x)
 

Rmx

Rmx

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Well it have alot of downside loool... maybe at this time a STOMP was casted lool .. but the chances to happen is 15% so the downside is not alot lool...

But great idea... i just want to disable the attack not make the Sword thingy in status gets also hidden it does not matter lool :p

Anyway thaank you alot LOOL
 
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