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Incinerate - Disable the explode/pop?

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Level 4
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Feb 13, 2004
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I thought I'd finally take a look at the relatively new Incinerate ability Blizzard added with the Firelord. The damage-accumulation effect of this ability rocks. It's unique and would be impossible to effeciently custom-code. But it also makes units pop when they die, and I can't find a way to make them not pop.

Have any of you tinkered with this ability or read up on it on other forums? Is there any way at all to make it not pop the killed unit? It's really frustrating that Blizzard would add such a cool ability then screw it over with an extra perk that can't be disabled.

I haven't taken the time yet to explore all possible ways I might detect that a unit was popped in this fashion, but it's not as simple as checking the dying unit for the incinerate buff because dead units have no buffs. And I can't check if the killer has Incinerate because all that matters is that someone killed the unit while it had the incinerate buff; dying with the buff on makes it pop.

Or does anyone know of an ability that does the same thing as Incinerate without the pop?

And yes, I've tried every combination of changing Incinerate's explode damage, explode radius, explode delay (none, short, and long)... all of that.
 
Level 12
Joined
Apr 29, 2005
Messages
999
I use this trigger to make the unit leave a corpse and it works good.
Fire Claws (Salamander) = Incinirate

Fire Claws Create Corpse
Events
Unit - A unit Dies
Conditions
(Level of Fire Claws (Salamander) for (Killing unit)) Greater than or equal to 1
Actions
Unit - Create 1 (Unit-type of (Dying unit)) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Kill (Last created unit)
 
Level 4
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Feb 13, 2004
Messages
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That would work fine when the killer is the one with incinerate, but that wouldn't work if the dying unit had the incinerate buff (from some other attacker), but the unit finishing it off was not the one with incinerate. The unit would still pop, but your condition would return false, and thus no corpse. =/

At least I think it's correct that a unit that dies with the incinerate buff pops, even if the killing unit wasn't the one that incinerated it.
 
Level 4
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Feb 13, 2004
Messages
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Dead units don't have buffs. GetDyingUnit() will always return a unit with no buffs on it.

I found a solution though. Thanks for the suggestions.

The solution I'm using is tossing a wait into the OnDeath trigger. A popped unit will become a trash variable after a wait. So if my variable is trashed, I know it was popped. It's not preventing the pop, but I'm satisfied being able to detect it.
 
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