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[Trigger] If Unit is Windwalked?

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Level 10
Joined
Jun 10, 2007
Messages
557
Hey, I'm trying to make an ability more interesting in my map, ICD. I'll get straight to the point, is there a way to detect, upon casting of a spell, if the casting unit is casting the spell to break Windwalk? I've tried an If/Then/Else with If Triggering Unit has buff Windwalk but it didn't work. Thanks in advance.
 
Level 10
Joined
Jun 10, 2007
Messages
557
Why not just check if the casting unit has the windwalk buff.

I did.

Hey, I'm trying to make an ability more interesting in my map, ICD. I'll get straight to the point, is there a way to detect, upon casting of a spell, if the casting unit is casting the spell to break Windwalk? I've tried an If/Then/Else with If Triggering Unit has buff Windwalk but it didn't work. Thanks in advance.

15 character limit.
 
Ok, this is where being an utter |\|00|3 comes in handy.

When the unit wind walks set its custom value to 1, then for the ability (assuming its triggered) have the one where it is windwalked have this condition (integer condition): Custom Value of (unit casting ability) equal to 1.
then have the non windwalked effect in the else.

Example:

Unit starts the effect of an ability
Conditions: ability being cast equal to (your spell)
Actions:
if/then/else mutiple functions
->Conditions: If point value of (triggering unit) is equal to 1
->then do: (windwalk effects)
----------> set custom value of (triggering unit) to 0
->else do: (non windwalk effects)

That should work, but you would also need something like:

Unit starts the effect of an ability
Conditions: ability being cast equal to (your windwalk)
Actions:
set custom value of (triggering unit) to 1
 
Level 10
Joined
Jun 10, 2007
Messages
557
Ok, this is where being an utter |\|00|3 comes in handy.

When the unit wind walks set its custom value to 1, then for the ability (assuming its triggered) have the one where it is windwalked have this condition (integer condition): Custom Value of (unit casting ability) equal to 1.
then have the non windwalked effect in the else.

Example:

Unit starts the effect of an ability
Conditions: ability being cast equal to (your spell)
Actions:
if/then/else mutiple functions
->Conditions: If point value of (triggering unit) is equal to 1
->then do: (windwalk effects)
----------> set custom value of (triggering unit) to 0
->else do: (non windwalk effects)

That should work, but you would also need something like:

Unit starts the effect of an ability
Conditions: ability being cast equal to (your windwalk)
Actions:
set custom value of (triggering unit) to 1

This appears to have worked. Thanks! +rep
 
Level 5
Joined
Jan 15, 2007
Messages
199
Without custom value, you could do:

  • Windwalk Cast
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Acid Bomb
      • ((Triggering unit) has buff Wind Walk) Equal to True
    • Actions
      • Set caster[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
      • Wait 0.60 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • caster[(Player number of (Owner of (Triggering unit)))] Equal to (Triggering unit)
        • Then - Actions
          • Set caster[(Player number of (Owner of (Triggering unit)))] = No unit
        • Else - Actions
  • Windwalk Check
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Acid Bomb
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • caster[(Player number of (Owner of (Triggering unit)))] Equal to (Triggering unit)
        • Then - Actions
          • -------- Do Extra Damage Here --------
        • Else - Actions
I think this may work, because when it starts casting, before it breaks the buff, it will check if it has windwalk, and when it finishes casting, if that is the same unit, it will do the extra damage
 
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