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Hostile Hero Abilities

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Level 11
Joined
Apr 27, 2009
Messages
223
I'm making a hostile random hero to be created at random region after 7 minutes of normal game time and i set him to level 15. How can i make him learn abilities and then use abilities because he never uses them?



  • HostileHeroes
    • Events
      • Time - Elapsed game time is 420.00 seconds
    • Conditions
    • Actions
      • Set SystemPoints_Copy[1] = (Center of Region 012 <gen>)
      • Set SystemPoints_Copy[2] = (Center of Middle <gen>)
      • Set SystemPoints_Copy[3] = (Center of Region 015 <gen>)
      • Set SystemPointHostile1[1] = (Center of Middle <gen>)
      • Set SystemPointHostile1[2] = (Center of Region 009 <gen>)
      • Set SystemPointHostile1[3] = (Center of Region 010 <gen>)
      • Set SystemPointHostile1[4] = (Center of Region 011 <gen>)
      • Set SystemPointHostile1[5] = (Center of Region 008 <gen>)
      • Set RandomInt = (Random integer number between 1 and 15)
      • Set RandomHostile = (Random integer number between 1 and 3)
      • Set RandomHostile_Copy = (Random integer number between 1 and 5)
      • Unit - Create 1 HeroIndex[RandomInt] for Neutral Hostile at SystemPoints_Copy[RandomHostile] facing (Random angle) degrees
      • Hero - Set (Last created unit) Hero-level to 15, Hide level-up graphics
      • Unit - Order (Last created unit) to Attack-Move To SystemPointHostile1[RandomHostile_Copy]
// HeroIndex[RandomInt] an already made array of heroes

when the unit is created and enters any of three random regions he should learn spells

  • Aos Copy
    • Events
      • Unit - A unit enters Region 012 <gen>
      • Unit - A unit enters Middle <gen>
      • Unit - A unit enters Region 015 <gen>
    • Conditions
      • ((Owner of (Entering unit)) controller) Equal to Hostile
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Entering unit)) Equal to Paladin
        • Then - Actions
          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Holy Light
          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Divine Shield
          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Devotion Aura
          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Resurrection
          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
          • -------- --------
          • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Holy Light
          • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Divine Shield
          • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Devotion Aura
          • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Entering unit)) Equal to Ice Archmagess
            • Then - Actions
              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Blizzard
              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Brilliance Aura
              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Summon Ice Elemental
              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Mass Teleport
              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
              • -------- --------
              • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Blizzard
              • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Brilliance Aura
              • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Summon Ice Elemental
              • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Entering unit)) Equal to Mountain King
                • Then - Actions
                  • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Thunder Clap
                  • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Storm Bolt
                  • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Bash
                  • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Avatar
                  • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
                  • -------- --------
                  • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Thunder Clap
                  • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Storm Bolt
                  • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Bash
                  • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Unit-type of (Entering unit)) Equal to Blood Mage
                    • Then - Actions
                      • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Flame Strike
                      • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Siphon Mana
                      • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Banish
                      • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Phoenix
                      • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
                      • -------- --------
                      • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Flame Strike
                      • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Siphon Mana
                      • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Banish
                      • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Unit-type of (Entering unit)) Equal to Ranger
                        • Then - Actions
                          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Cold Arrows
                          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Trueshot Aura
                          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Scout
                          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Starfall
                          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
                          • -------- --------
                          • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Cold Arrows
                          • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Trueshot Aura
                          • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Scout
                          • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Unit-type of (Entering unit)) Equal to Blademaster
                            • Then - Actions
                              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Wind Walk
                              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Critical Strike
                              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Mirror Image
                              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Bladestorm
                              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
                              • -------- --------
                              • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Wind Walk
                              • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Critical Strike
                              • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Mirror Image
                              • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Unit-type of (Entering unit)) Equal to Chaos Warlock
                                • Then - Actions
                                  • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Far Sight
                                  • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Feral Spirit
                                  • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Chain Lightning
                                  • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Earthquake
                                  • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
                                  • -------- --------
                                  • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Far Sight
                                  • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Feral Spirit
                                  • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Chain Lightning
                                  • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Unit-type of (Entering unit)) Equal to Tauren Chieftain
                                    • Then - Actions
                                      • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Shockwave
                                      • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Endurance Aura
                                      • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = War Stomp
                                      • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Reincarnation
                                      • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
                                      • -------- --------
                                      • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Shockwave
                                      • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Endurance Aura
                                      • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: War Stomp
                                      • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • (Unit-type of (Entering unit)) Equal to Shadow Hunter
                                        • Then - Actions
                                          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Healing Wave
                                          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Hex
                                          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Serpent Ward
                                          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Big Bad Voodoo
                                          • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
                                          • -------- --------
                                          • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Healing Wave
                                          • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Hex
                                          • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Serpent Ward
                                          • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
                                        • Else - Actions
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • (Unit-type of (Entering unit)) Equal to Pit Lord
                                            • Then - Actions
                                              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Mana Burn
                                              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Spirit Beast
                                              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Profane Buffer
                                              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Stardom
                                              • Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
                                              • -------- --------
                                              • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Mana Burn
                                              • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Spirit Beast
                                              • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Profane Buffer
                                              • Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
                                            • Else - Actions
But he never learns or uses any spells just attacks
 
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