• 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.

Help with Ultimate...

Status
Not open for further replies.
Level 2
Joined
Dec 28, 2004
Messages
11
I got my ultimate to work except for some certain things... How do you loop a special effect that's attached to a unit? I used the "Special Effect - Create a special effect attached overhead of (Dying Unit) using *Special effect here*" But the special effect only plays once... Is there a way or another action that I can add to the trigger to allow the special effect to loop because I also have a trigger afterwards which is supposed to stop the special effect loop... But I can't get the special effect to loop... Also I want to have an expiration time on the units that are spawned but it won't work... I added the "Unit - Add expiration timer" action but it doesn't affect the units that are spawned... And one more thing... Sorry if I sound demanding because I'm not trying to... I tried to set the condition where the ability that is spawning the units would be equal to the ability that I used to base off of evasion but the cooldown timer on the icon doesn't seem to work... I tried putting "(Ability being cast) is equal to Spawn Arachnathids" but that just causes the whole ability not to work... I also tried to implement that into the trigger by making another trigger with the event "A unit dies", with the condition "(Ability being cast) is equal to Spawn Arachnathids", and with the action "Do nothing" and then used the action "Trigger - Add Trigger to queue" on the original trigger using the trigger that I just created but that doesn't seem to work either... Sorry if this didn't make any sense or if these problems are easily solved... Thanks in advance...
 
Level 11
Joined
Jul 20, 2004
Messages
2,760
For the special effect, some of them dom't look even if you want it or not. Examples: Death Pact, Invisibility... Instead, you can TRY to create an unit with locust ability and as for a model for the unit use the special effect you want.

As for the spawning stuff, how about using the Event "An Unit Spawns An Unit" (or something like that), and then (Spawned Unit) equal to (Arachnid), again something like that? The unit spawned can be accessed through (Spawned Unit) variable while the caster is the (Spawning Unit). Good luck!
 
Level 2
Joined
Dec 28, 2004
Messages
11
Ok... I did what you told me to but the spawned units still don't want the expiration timer... Ok... Here's the trigger that I did like you suggested...

Event - Unit - A unit Spawns a summoned unit

Conditions - ((Summoned Unit) is Summoned) Equal to (Guardian Arachnathid *The spawned unit* is Summoned)
*Oh, I set my spawned unit to be classified as summoned units rather than normal ground units... (Which was another choice) Just wanted to let you know incase I should change it back or something...*

Actions - Unit - Add a 60.00 second Generic expiration timer to (Summoned Unit)

BTW, the text in blue is what I think may be what's wrong and is the part that might need to be fixed to get the expiration timer to work correctly... Should I put (Matching Unit) instead or what?

Thanks for all of the help that everyone's given me on this spell..

For the special effect part... I think I can find how to make a locust unit here on this site... I remember seeing something about how to make one... I'm sure I can get this to work properly but just to make sure, should I have the locust unit be created in the first trigger as soon as my hero dies and then have it destroyed when the other units are spawned?

Thanks a bunch for all of your help... I really appreciate it...
 
Level 11
Joined
Jul 20, 2004
Messages
2,760
Umm... I think your problem is that you used Summoned unit and not Spawned Unit. And the Condition should look like this: (Type Of (Spawned Unit)) equal to (Guardian Arachnid). The "Unit" Condition and "Unit Type" condition are very different. Use Unit Type, because that's important to you. And always use Spawned Unit instead of "Summoned Unit". I didn't ever work before with summoned but I think that's your problem.

So, first change the Condition as I told you but leave it Summoned Unit. THEN if it doesn't work change all "Summoned Unit" in "Spawned Unit". That should do it!

And for locust, it is an ability which makes the unit untargetable. This means that nobody can click on it or attack it and it doesn't take any damage.

~Daelin
 
Level 2
Joined
Dec 28, 2004
Messages
11
The problem with that is my WE doesn't have a choice of a spawned unit... Like what you said... (Type of (Spawned Unit)) Equal to (Guardian Arachnathid)... My WE doesn't have the Spawned unit choice... The only thing that comes close to that is Summoned unit... The only choice that has the word "Spawn" is the Event: Unit - A unit Spawns a summoned unit... BTW, did I mention in my original trigger... The action (Besides the wait action) is Create 6 (Guardian Arachnathid) at the position of the dying unit *AKA my custom hero* facing 0.00 degrees... So, basically, the units are never really spawned or summoned, rather just created at the position of the hero... Just to tell you incase that's the problem with the entire trigger... BTW, for your reference... Here are all the triggers I made to get this to work...

Original Trigger:
Event - Unit - An unit dies.
Conditions - (Level of Spawn Arachnathids *The name of the spell* for (dying unit) is greater than 0.
Actions:
Wait 18.00 seconds.
Unit - Create 6 Guardian Arachnathid for (Owner of (dying unit)) at (Position of (dying unit)) facing Default building facing degrees *AKA 0.00 degrees*

Trigger to add expiration timers on the spawned units:
Event - Unit - A unit Spawns a summoned unit.
Conditions - (Unit-type of (Summoned unit) equal to Guardian Arachnathid.
Actions - Unit - Add a 60.00 second Generic expiration timer to (Summoned unit).

The Guardian Arachnathids that are spawned still don't get that expiration timer... BTW, should I change what's in blue to (Matching unit)? Since matching unit refers to the unit in the comparison *AKA the spawned unit type*...

Trigger to add and remove the effect for the spell:
Event - Unit - An unit dies.
Conditions - (Unit-type of (dying unit)) Equal to Guardian Arachnatid.
Actions:
Unit - Create 1 Effect for Ultimate *AKA the locust unit for the effect* for (Owner of (dying unit)) at (Position of (dying unit)) at Default building facing degrees.
Wait 18.00 seconds.
Unit - Kill (Matching unit)

Also, I did what you told me to about the locust unit but the model I chose for the unit still doesn't want to loop... The model loops once and then stops... Also, I can't find the "Unpickable" option for the unit... Also, the locust unit doesn't get destroyed after those 18.00 seconds...
 
Level 11
Joined
Jul 20, 2004
Messages
2,760
LOL... I got what you want to do now. So, let me make you a simpler trigger which combines the first two.

Event - An Unit Dies
Conditions - (Level of Spawn Arachnathids *The name of the spell* for (dying unit) is greater than 0.
Actions- Wait 18.00 seconds.
- For (Loop from 1 to Integer A) from 1 to 6 do - Unit - Create 1 Guardian Arachnathid for (Owner of (dying unit)) at (Position of (dying unit)) facing Default building facing degrees *AKA 0.00 degrees*
- Add a 60.00 second Generic expiration timer to (Last Created Unit)

And as for the last one:

Event - Unit - An unit dies.
Conditions - (Unit-type of (dying unit)) Equal to Guardian Arachnatid.
Actions:
Unit - Create 1 Effect for Ultimate *AKA the locust unit for the effect* for (Owner of (dying unit)) at (Position of (dying unit)) at Default building facing degrees.
- Add a 15.00 second Generic expiration timer to (Last Created Unit)

This removes the unit after 15 seconds. :D As for the unpickable, just give the unit the "Locust" ability.

~Daelin
 
Level 2
Joined
Dec 28, 2004
Messages
11
Hmm... I got the effect to work and dissappear correctly... I think I can tweak it some more so I can't click it at all... Though the effect that I chose for the model still won't loop... As for the spawned units, only one of them has the expiration timer... The other 5 are permanent... BTW, you said to use the "- For (Loop from 1 to Integer A) from 1 to 6 do - Unit - Create 1 Guardian Arachnathid for (Owner of (dying unit)) at (Position of (dying unit)) facing Default building facing degrees *AKA 0.00 degrees* " action... Well, I couldn't really find the trigger with the "(Loop from 1 to Integer A)" part...

This is the one I did use...

Action - For each (Integer A) from 1 to 6, do (Then the rest of the action's pretty much the same...)

I couldn't find the (Loop from 1 to Integer A) part... But other than that, the spell pretty much works almost perfectly... Thanks...
 
Level 2
Joined
Dec 28, 2004
Messages
11
Ok, I got everything to work perfectly... Umm... Sorry to be a bother about this but exactly what do I do to make a unit have the "Locust ability" again? I tried making the combat target type to Invulnerable, Tree, Terrain, None, Non-self, and such but it still is clickable... Sorry to be a bother with this... Thanks for all of your help... I greatly appreciated it...
 
Level 11
Joined
Jul 20, 2004
Messages
2,760
No problem Esperman. I'm doing this because I want to and so, you don't have to thank me so much. Don't worry, I know people appreciate when they are helped. ;)

Ok, back to work. Locust is actually an ability like other item abilities but it is not an item ability. The secret about this ability is that it makes an unit untargetable and yet, it doesn't appear in the unit's inventory as a passive. So, you can add it just as you added other unit abilities (like rejuvenation, cyclone, slow, invisibility etc). Remember only, it is an UNIT ability, NOT a HERO ability. Add this ability to the unit and notice what it happens to the unit ingame.

~Daelin
 
Status
Not open for further replies.
Top