you make a dummy unit and give it the locust ability? what? lolit's easy, create a dummy unit(with locust ability), change it's model to a spell effect and do something like this:
EDIT: forgot to tell you that you can resize your dummy unit for bigger effects
- silence
- Events
- Unit - An unit start to cast ability
- Conditions
- (Ability being cast) Equal to (your silence spell there)
- Actions
- Unit - Create 1 Dummy(your effect) for (Owner of (Triggering unit)) at (Target point of ability being cast) facing degrees
- Unit - Add a 3.00 second Generic expiration timer to (Triggering unit)
I think what was discussed here is no longer relevant given the topic is roughly 7 years old. In the run up to Reforged many new natives were added that allow more control over special effects allowing them to replace units.you make a dummy unit and give it the locust ability? what? lol
after 20 min i still cant find a decent dummy tutorial btw. also everything in this thread doesn't work (atleast for pulverize as its not technically an ability being cast? (passive/proc ability)I think what was discussed here is no longer relevant given the topic is roughly 7 years old. In the run up to Reforged many new natives were added that allow more control over special effects allowing them to replace units.
What you are describing DOES work. If it doesn't, you should share the trigger.
That being said, it is an outdated solution, in 1.30 (or maybe 1.29) there is a GUI action to change special effect size.
Needless to say this only works if its an effect created by triggers, not something from the object editor.
In that case you'd need to modify the model itself.
i dont understand what you mean someone else told me something similar but in a different way:Sounds like you figured it out.
Yes, it is quite difficult to detect when a passive effect procs.
Honestly, it's easier to code the ability from scratch so you have full control.
Or, as I said modify the original model and scale it up and just replace the default one in the object editor.
ahhh okay.Spells have a model field that decides which effect it uses.
I don't know how to scale a model, as I have used other work-arounds instead.
But the idea is something similar to this:
1. Use a MPQ editor (or CASC editor for later patches) to extract the model used for the pulverize effect
2. Open in a model edit program and scale up the model somehow
3. import the edited model
4. set the model used in pulverize object editor to the edited model