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How to not target without locust?

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Level 22
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Nov 14, 2008
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Hey.

Well here we go.

I'm makin a spell for a map which I need to make to the perfection of limited 2 triggers. As the time flows and I have figured all things out I found a problem.

How can I use my dummies without the invurnable and the locust? Because I need to target my own dummies with other dummies so they die and the second trigger start. During the time I've read the other locust topic that you CAN'T target a unit with locust.

To basiclly explain what these dummies do, they walk in 3 seconds. And after 3 seconds another dummy will kill all moving dummies without timer. Why do you don't got timer? Because I wanna have this unit dies condition so I can make a spell effect at the point and not with chaning model how it dies , it's kind of special thing ...

As I now have fixed the invurn problem with a dummy divine shield and a dummy spell that got 3 sec casting time I fixed that point but still it cant target this unit.

I can ofc use the "unselect" action but still it will be targetable for AoE right? Because I changed the "target as" to none.

And also I cant make a wait action cause ruin mui. And for the second because of no waits. I cant make the condition "remove ability".

I'm pretty clever with the trigger editor but can't handle this atm because school and such takin up time.

So ... any ideas?

regards;

~baasse[color=#00ff0]e[/color]
 
Level 18
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uhm how about giving the dummy a specific amount of life like 10, and add HP-Regeneration of -2, so after a while the dummy dies and could effect/start another trigger you want to.

you want players not to select the dummy, but other dummies should be able to target this dummy right? so how about using a trigger to de-select the dummy, if a player selected it? or decrease the selection circle to a minimum, not much players are aiming to click on dummies, besides they can't be seen.. so make it small so the selection can only be done with a click-and-hold-the-key action, the selection rectangle..

else you could remove the invulnerable ability from the dummy (or locust) cast on it and add it again or remove it whatever..
 
Level 7
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if an expiration timer kills your unit, it is dying, so anything triggered by your dummy dying.. will still trigger if he dies from an expiration timer.
 
Level 22
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3,256
How about make the dummies allow to attack invulnerable units then make a trigger that when the unit is attack it dies. Maybe.... I didn't quite get it. xD

if you attack an invurnable, they don't loose hp fool :)

thanks anyway

uhm how about giving the dummy a specific amount of life like 10, and add HP-Regeneration of -2, so after a while the dummy dies and could effect/start another trigger you want to.

you want players not to select the dummy, but other dummies should be able to target this dummy right? so how about using a trigger to de-select the dummy, if a player selected it? or decrease the selection circle to a minimum, not much players are aiming to click on dummies, besides they can't be seen.. so make it small so the selection can only be done with a click-and-hold-the-key action, the selection rectangle..

else you could remove the invulnerable ability from the dummy (or locust) cast on it and add it again or remove it whatever..

1. good idea, ill think about it
2.
I can ofc use the "unselect" action but still it will be targetable for AoE right? Because I changed the "target as" to none.
^^
3. well the thing about the dummy is that I attached a model so it looks like a "projectile" and besides that, you can always "drag and click" mark units
4. invurn and locust isnt the same thing or? :O

thanks :)

if an expiration timer kills your unit, it is dying, so anything triggered by your dummy dying.. will still trigger if he dies from an expiration timer.

So I can basic add the timer and still have the event a unit dies? just add a condition or what? ^^



Thanks for all replies, I appreciate it :)

But I figured it out by myself later, by having the second trigger period and just checking the distance the dummy moved and if it reached the point I use my other actions. Maybe comes up on the spell section, who knows ;)

Solved!
 
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