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Entangling Roots on all units in the area ?

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Level 11
Joined
Feb 16, 2009
Messages
760
Yeah. Edit thw war stomp ability to make sure it doesn't have a effect then do this:

Events
A unit starts the effect of an ability
Conditions
(Casted ability) equal to [Your ability]
Actions
Create one dummy for owner of (triggering unit)
Add Entangling roots with level of (Ability being cast) of (triggering unit)
Add a 2 second generic experation timer to (Last created unit)
Pick every unit within [Your range] of (triggering unit) and order (Last created unit) to keeper of the grove- Entangling roots (Picked unit)

It should work.
 
Level 8
Joined
Apr 24, 2008
Messages
151
or
  • Events
  • A unit starts the effect of an ability
  • Conditions
  • (Ability being cast) equal to (Your spell)
  • Actions
  • pick every unit in (units within x range matching condition (owner of matching unit is an enemy of owner of casting unit) ) and do actions:
  • create 1 dummy unit at position of picked unit
  • order last created unit to night elf - entangling roots picked unit
 
Level 5
Joined
Aug 11, 2007
Messages
153
Please use the edit button instead double posting. Thanks!

With the spell i can help. You don't need GUI you can use stomp choose your AOE and change the buff. Stunned (Pause) to Entangling Roots.
 
Level 11
Joined
Nov 15, 2007
Messages
800
Very incorrect. If he's looking for specific game balance and individuality that'd be horrible; imagine if Entangling Roots was a full stun in melee games.

Stuns = cannot be dispelled, prevents all orders from being carried out
Roots = can be dispelled, deals damage over time, doesn't disable spell casting.
A trigger for AoE entangling roots would be very simple to do, but make sure you clean up any leaks in HellCEzAR's example ability.
 
Level 12
Joined
Aug 22, 2008
Messages
911
Roots = can be dispelled, deals damage over time, doesn't disable spell casting.
Yes it does!!!
Anyway this will do:
Step 1: Make the default ability Thunder Clap with no slowing thing.
Step 2: Change the AOE to 99999999 and change the buff appearance similar to Entangling Roots.
Step 3: Make the following trigger:
  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • Ability being cast equal to ThunderClap
  • Actions
    • Unit Group - Pick every unit in (Units in Playable Map Area matching (((Matching Unit) has buff Entangling Roots) equal to True) and do Actions
      • Loop - Actions
        • Unit - Create 1 dummy unit for Owner of (Triggering Unit) at Position of (Picked Unit) facing Random Angle
        • Unit - Set the level of Entangling Roots for Last Created Unit to Level of ThunderClap for (Triggering Unit)
        • Unit - Add a 1.00 second Force of Nature expiration timer to Last Created Unit
        • Unit - Order Last Created Unit to Night Elf Keeper of the Grove - Entangling Roots Picked Unit
Since we're supposing you're using a custom buff, and that the ability ThunderClap will be the only one using it, this will definetely work.
 
Level 11
Joined
Nov 15, 2007
Messages
800
loop is the way to go...

THAT was helpful. Since it seems this still isn't solved;

Step one: Object Editor

Create a new unit, set its model file to something that doesn't exist (type in none.mdl for example), make sure it has the ability "Locust", is not a hero, has no unit sound set or shadow; i.e., virtually undetectable by any means. Also no vision radius. Then add your Entangling Roots ability to the unit, and make sure it has enough mana to cast it.

Step two: Trigger editor.

  • trigger
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Entangling Roots
      • ((Casting unit) is A Hero) Equal to (==) True
    • Actions
      • Set point = (Position of (Target unit of ability being cast))
      • Set unitgroup = (Units within 500.00 of point)
      • Unit Group - Pick every unit in aa_unitgroup and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Unit You Created Earlier for (Owner of (Casting unit)) at point facing Default building facing (270.0) degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
      • Custom script: call RemoveLocation(udg_point)
      • Custom script: call DestroyGroup(udg_unitgroup)
These are found in (order they appear in the trigger);
  • Events - Unit - Generic
  • Conditions - Ability Comparison
  • Conditions - Boolean Comparison - Unit Classification Check
  • Actions - General - Set Variable
  • Actions - General - Set Variable
  • Actions - Unit Group - Pick Every Unit and do Multiple Actions
  • Actions - Unit - Create Unit
  • Actions - Unit - Add Expiration Timer
  • Actions - Unit - Issue Order Targeting a Unit
  • Actions - General - Custom Script
  • Actions - General - Custom Script
For the first two actions, you'll need to open up the "Variables..." menu (The gold X on the control panel at the top), and create a new Unit Group and Point variable. For the last two actions you're destroying those variables; the reason for that is otherwise your trigger will have a memory leak; every time it runs it will save new locations and unit groups, which take up memory, so after a while your map will be very laggy for most players.
 
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