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How can I have 2 different summons on 1 character?

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Level 2
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May 27, 2012
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AI - is it possible to view the AI modules that come with the game?

Greetings!

I started an account here back in 2012 when I was half way through a modification that I was making however I never got around to actually getting involved and ended up not finishing my mod. Here I am again, finally decided to complete what I started and I am looking for some advice on how to fix some of the issues I have encountered.

I will just deal with them individually, here is the third issue I am having:

This is a much more complex issue, I am attempting to write an AI that uses custom buildings, custom units, custom upgrades... the works basically. I am trying to make the AI play with everything completely different. What I would like to do is get a look at the standard melee AI's that Blizzard included with the game so that I can understand the structure required to make a complex and challenging AI. Does anyone know if this is possible and where I can find it?

*resolved/not fixable*

I want blacksmith/lumber mill upgrades to apply to my heroes. Now this is all currently working as far as I can tell however the GUI in the centre of the in game toolbar is not displaying correctly.

Next to the weapon icon I get the mini box with a 0/1/2 etc depending upon the level of the upgrade I have researched, however the mini box is missing from beside the armour icon. The number is showing but the GUI black box that should be displaying behind/around the number is missing. Is this a bug or is there a way that I can get this to display correctly? It displays correctly for all my other units except my heroes.

*resolved*

so here is the first.

I want a unit I created to be capable of summoning 2 different creatures using 2 separate spells. For simplification I will call them summon A and summon B. I have made the abilities based upon the summon bear ability, they have individual order strings however when I activate 1 of them it also activates the other and summons both.

I want this unit to work like Rexxar but I don't need any of the summons to be permanent. Everything I have read here and through google about dealing with the issue has suggested writing triggers but I can't help but feel that this should be possible without needing to do that. You guys would know better then I do in regards to that, is it possible for me to achieve 2 unique summons on 1 unit without triggers and if so, how?

This map that I am making is going to be the template for a lot of other maps to come afterwards so I want to simplify it as much as possible.
 
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Level 9
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Sep 20, 2015
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Welcome to the hive :)


I think you shuold base the spell on 2 different evocation abilites, there are plenty of them. You can use the unit's summonn abilities, like the healing guard and changhe the type of unit that is summoned. And yu can do this with almost all evocation abilities, just don't make them based on the same abilities. If you use others spells and you don't want the summoned unit to be permanent, just create a custom buff, based on the ability's buff you created and then add it to the statistics - buff field of your custom ability. This makes the name of the buff(summoned unit) appear on the duration bar. Don't forget to change the duration also. Hope i've helped you
 
Level 2
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I will give it a go now, I may have made a false assumption in believing that the spells are all just the same template with different data in them. Here's hoping its something this simple.

* Update * - That did it lol, I can't believe it was something that simple. So to get a more in depth understanding of the already existing spells I am guessing that they already have a unique ID embedded in them somewhere. How do I find that?

+1 Rep for the help as well.
 
Level 29
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well, you don't. Abilities differentiate from one another by their order id, that's why you had the problem (if two abilities have the same order, how does the game know which one you want to cast, not to mention AI, etc.).

Basically, most standard abilities have unique order id (by "most" I mean that for example the heroic version of WarStomp has same order id as the non-hero one, etc., but else they are unique).

You can check the order of an ability (or basically of anything) by using the following trigger
  • Untitled Trigger 001
    • Events
      • Unit - A unit Is issued an order targeting an object
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order with no target
    • Conditions
    • Actions
      • Game - Display to (All players) the text: (String((Issued order)))
The trigger fires when any order is issued to any unit and siplays that order.

AFAIK, there is only one ability, whose order ID you can change - the Channel ability. It's there for creating your own custom spells, but the ability itself does nothing.
 
Level 2
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I don't know if what I have stumbled upon is what I was looking for or not, but Ctrl + D is displaying a unique code for every ability. So if the ID for bloodlust is "Ablo", my duplicate of that is "A00D:Ablo". This feels like what I was looking for but I could be misinterpreting the data.

At any rate I was able to work out why the hero defence type icon doesn't seem to have an upgrade box, it appears to me that either some icons are missing from the game or have been labeled incorrectly. If you go into Advanced > Game Interface and view Icon Defense Type Hero (No Upgrades) the UI reference is linked to something that doesn't exist. Not only that but for some reason Defense Type Divine is using the hero.blp file. Whole thing looks like a mess.

Guess I will have to dig into the mpq and see if I can find the correct ones and manually set them, assuming they exist.
 
Level 2
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I ended up making my own by splicing the normal hero icon with an icon that already had the upgrade box on it. In doing so I discovered another issue which could explain why the icon isn't in the MPQ in the first place.

There are two paths that the UI is supposed to access when its dealing with upgrades being applicable but the hero one is broken. No matter what icons you put in it the program will always link to the icon for upgrades applicable. My guess is that to compensate for this rather then to actually fix it, Blizzard removed the upgrades applicable icon (has the black box) and replaced it with the neutral one because hero's don't benefit from upgrades normally so who would notice? In the end its actually a bug, no matter what you do it will only ever reference the upgrade icon regardless.
 
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