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[Spell] How to merge a building with a unit?

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I want to merge one unit with one building into one unit. I tried to use Mount Hippogryph/Pick Up Archer, but it doesn't work. What should I do?
 
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Why don't you just try to burrow them inside? ( lik peons go into orc burrows )

I want to use only one unit, not four. Is it possible to make burrow with only one slot inside? Also, I want this combined unit to move, so i dunno if burrowing will work?

When both click merge order them to move to each other.
Can I order building (or just immovable unit) to move? I was thinking about triggering this ability, but I'm not very good at it, could you show how to do it?
 
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Yes, you can. Just change the Cargo value of the Cargo ability (you need this for the Burrow ability to work).

Thanks a lot :ogre_haosis:

Does hiding unit into 'burrow like building' satisfy you? Im not sure, but what excatly you want your spell to do?

Not exactly.
Well, I've got a modified Rifleman and a Scout Tower modified to an "armor" (just a Battle Golem model and some changed stats). I want Rifleman to put on this armor (/merge with it) and become a totally different melee unit.
 
Lets say Merging is an ability.
Lets say rifleman should be able to merge with something. Give him this ability.
Now back to trigers:
  • Merge
    • Events
      • Unit - Unit starts the effect of the ability
    • Conditions
      • (Ability being cast) Equal to Merge
    • Actions
      • If (All conditions are true) then do (Then actions) else do (Else actions)
        • If - Conditions
          • Unit type of ((Target of ability being cast) Equal to Scout Tower)
        • Then - Actions
          • Set unitTypeVariable = Golem
          • Set temp_point = (Position of (Triggering unit)
          • Unit - Remove (Triggering unit) from the game
          • Unit - Remove (Target of ability being cast) from the game
          • Unit - Create 1 unitTypeVariable for Owner of (Triggering unit) at temp_point facing Devault building facing degress
          • Custom script: call RemoveLocation (udg_temp_point)
        • Else - Actions
Lets say your Merge has melee cast range.
Lets aay it can be like this. Lets ask now, does it satisfy you?
 
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Level 3
Joined
Jul 2, 2011
Messages
22
Lets say Merging is an ability.
Lets say rifleman should be able to merge with something. Give him this ability.
Now back to trigers:
  • Merge
    • Events
      • Unit - Unit starts the effect of the ability
    • Conditions
      • (Ability being cast) Equal to Merge
    • Actions
      • If - Conditions
        • Conditions
          • Unit type of ((Target of ability being cast) Equal to Scout Tower)
        • Then - Actions
          • Set unitTypeVariable = Golem
          • Set temp_point = (Position of (Triggering unit)
          • Unit - Remove (Triggering unit) from the game
          • Unit - Remove (Target of ability being cast) from the game
          • Unit - Create 1 unitTypeVariable for Owner of (Triggering unit) at temp_point facing Devault building facing degress
          • Custom script: call RemoveLocation (udg_temp_point)
        • Else - Actions
Lets say your Merge has melee cast range.
Lets aay it can be like this. Lets ask now, does it satisfy you?

Sorry, I'm trying to do this, but I have another problem. I can't make this Merging ability right - I've tried to base it on Ensnare, Rejuvenation, Repair and several different abilities, but it always has problems with casting on a building. I even changed "Is a building - True" field on "False", but it still doesn't work.
And btw: what's the difference between normal Conditions and Actions:If - Conditions?
 
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