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I guess it is just dummy units then with a periodic trigger. Alter the duration of the dummy big bad voodoo to 1 or something. Could also make a loop in the initial trigger with custom scripts.
Create dummy unit, order cast. After 2 seconds, create new dummy unit and so on.
Well while I was typing this I already made it for you.
Big bad voodoo
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Big bad voodoo
Actions
Custom script: local unit udg_Caster = GetTriggerUnit()
Custom script: local integer udg_Time = 10
Custom script: local unit udg_Dummy
Custom script: local location udg_Loc
Custom script: local timer udg_Timer
Custom script: local real udg_Wait = 1.00
Set VariableSet Loc = (Position of Caster)
Custom script: if ( not ( GetUnitCurrentOrder(udg_Caster) == String2OrderIdBJ("voodoo") ) ) then
Unit - Create 1 Peasant for (Owner of Caster) at Loc facing Default building facing degrees
Set VariableSet Dummy = (Last created unit)
Unit - Add a 1.00 second Generic expiration timer to Dummy
Unit - Add Big bad voodoo (Dummy) to Dummy
Unit - Order Dummy to Orc Shadow Hunter - Big Bad Voodoo.
Custom script: call PauseTimer (udg_Timer)
Custom script: call DestroyTimer (udg_Timer)
Set VariableSet Time = (Time - 1)
Custom script: exitwhen udg_Time == 0
Custom script: endloop
On the demomap the units a created once every second and the voodoo is set to last 0.5 seconds, but you can alter the times as you like. For some mysterious reason the check to see if the caster is channeling does not currently seem to apply, but i'll try to fix that later.
Oh and it seems I forgot to remove the location, but you can do it.
Oh at least when I tried with the normal big bad voodoo it keeps the buff as long as the units are in range. That's probably why I misunderstood. Anyways, if you are having issues with your base big bad voodoo, you can still use my system and alter it in a way that the buff lasts longer and create units in a faster rate so they should then always have the buff.
I have a similar problem of the effect, but with the stampede ability, my solution was changing the effect of the base ability and nothing more, the effect of the custom ability also changed, I don't know if this will be the same case.
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