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Item summoned units!

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Level 6
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Feb 25, 2005
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230
I have a wierdo problem, hope you can explain it to me.

I have made a unit called stinkbomb, (based on an ordinary serpent ward).

The stinkbomb has an ability, disiease cloud (neutral hostile). Now, when i place out the stinkbomb with the unit pallette, enemies get affected of it in-game. But when i use an item to summon it in-game, no units get affected by the cloud.
Why? Should i base the stinkbomb on another unit?

But it all seems wierd when the ability only works when the unit is pre-placed in the editor.
 
Level 24
Joined
Jun 26, 2006
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3,406
it's pretty safe to assume that it has something to do with the fact that you're summoning units, this can mess a whole lot up, for example if you designate something to specifically have a teamcolour, like i made a unit that always looked like it was owned by red no matter who i placed it for, summoning it would give it the colours of the player that summons it.
it's also equally possible that it's the fact that you're giving a ward an ability, maybe use something like inferno or dark portal to summon one.
 
Level 6
Joined
Feb 25, 2005
Messages
230
Hmm, or use a trigger and then w8 and remove it by trigger. But i have fixed it now, and i think i know why it was "bugged". By using another base summon spell, (item furbolg summon) instead of the (sentry ward item), i could make it work. And it seems that it depends on the data text. You see, on ward summons, the data string is:

data - ward unit type

while the others non-ward-based are:

data - summon - unit type

This must have something to do with it, and i think that you must use the real summoned ward if you're using the ward-summon as a base.

And now i have tested with healing ward based ability to summon, and the unit is based on healing ward too. And it woorks! Halleluja!

To clear things out, if you roll over a problem like this, mind the base unit and base ability. You should use those who are based to be used together as often as possible.

Thanks anyway!
 
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