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[Solved] Make ability disappear after use

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I created a structure that creates units (Heroes). And after create the Hero, i want the ability disappear. How can i make this?

And, another important thing, how can i make the structure, (who make heroes) be shared by everyone on the team?

Thank you guys.

EDIT: I have another question, i locked the camera for all players at the start of the game, and i'll just unlock if the player select a hero (use ability) in the structure. How can i do this? What's the condition for this? Thanks.
 
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Dr Super Good

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I created a structure that creates units (Heroes). And after create the Hero, i want the ability disappear. How can i make this?
Use a requirement for the ability. Make it so that the "Show" part of the requirement is false when a hero is obtained.
And, another important thing, how can i make the structure, (who make heroes) be shared by everyone on the team?
Not sure, I think it has something to do with the Xel-Naga obelisk that reveals large parts of the map I recall reading.
EDIT: I have another question, i locked the camera for all players at the start of the game, and i'll just unlock if the player select a hero (use ability) in the structure. How can i do this? What's the condition for this? Thanks.
No need to lock their camera, you can just imprison their camera into a very small area by altering the camera bounds for them. When the hero is created (hint, unit created event) then you set the camera bounds to normal.

Sure there are ways to lock the camera but I cannot talk you through them. Try looking in camera category for lock related stuff.
 
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Use a requirement for the ability. Make it so that the "Show" part of the requirement is false when a hero is obtained.

I did this part.

Sure there are ways to lock the camera but I cannot talk you through them. Try looking in camera category for lock related stuff.
I know how to lock and unlock the camera, what i need is a "if", if the player do something (have one unit/cast some skill), than the camera is unlocked.
 
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I had a much better idea! Look at the picture:

http://www.sc2mapster.com/media/attachments/50/324/SelectHero.png

Now i need to give the selected unit to a player, because this units belong to player 10. And i started a new event, i think this is how i should start right?

And I put all these units into a UnitGroup01. I made another units too, for the second team, and I put all these units into UnitGroup02 (player11).

I'm doing this right? What's the next step? (Give the selected/clicked unit to a player)


Thanks for helping dude!
 
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Dr Super Good

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Now i need to give the selected unit to a player, because this units belong to player 10. And i started a new event, i think this is how i should start right?
I do not think that will work... Seeing how you only attach the event to a single random unit from the group.

You could just make all the hero select abilities charged with no charge replenishment. Sure the icon will still be visible but not usable since there will no longer be a charge for it after someone selects.

Ownership of the selector a problem? Not at all! Just make the charges type "global" and all players will share them. This means each player can get his very own hero selector and still only one of each her can be selected. You could remove the hero selector in response to a unit is created event.
 
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Very creative, but I want something simpler, something my mother can do with ease for example.

Look at this:

http://i.imgur.com/mB9AcLx.png

Each unit that I select, change to me., i think this is the way. But again, I need a condition, like Supply block, per example (I gave one Overlord for each player hidden on the map, with 1 supply). If the player select one unit, he can't select another, and the game move on. I think that would be amazing! Do you have any idea how to do this? Or whatever another condition.

EDIT: I made another change, now the effect just work if the selected unit are in the Region001 (A big circle around the units).

Have something like this in the editor?: "If player have number of Units = 1, stop run some trigger."
 
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Dr Super Good

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This does not allow people to read what each hero can do and forces you to allow them to repick many times in order to choose the hero they want. Thus why DotA Allstars in WC3 used multiple taverns to choose heroes.

gave one Overlord for each player hidden on the map, with 1 supply
Seems like something you do not need...

Have something like this in the editor?: "If player have number of Units = 1, stop run some trigger."
Yes. It is an integer comparison, count number of units in unit group. You make the unit group from whatever you want.
 
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