• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Mappy The Map Of Maps!!

Status
Not open for further replies.
Level 3
Joined
Oct 17, 2006
Messages
73
Okay, I have this trigger, set so it would put the person into a cinimatic scene and then "possess" the unit, and it also makes a unit that is "ghost" and made so you can't select him, for when you have sentery you can see why is possessed.. but it won't give the unit back once it is done, and the "aura" unit won't go to the possessed unit. Here is the trigger so if you see anything wrong please tell me..

Possess
Events
Unit - A unit Begins casting an ability
Conditions
((Owner of (Target unit of ability being cast)) controller) Equal to User
(Ability being cast) Equal to Infection
Actions
Set Possessed_Player[(Player number of (Owner of (Casting unit)))] = (Owner of (Target unit of ability being cast))
Set Possessed_Unit[(Player number of (Owner of (Target unit of ability being cast)))] = (Target unit of ability being cast)
Player Group - Add (Owner of (Casting unit)) to Possessed_Group
Cinematic - Disable user control for (Player group((Owner of (Target unit of ability being cast))))
Unit - Change ownership of (Target unit of ability being cast) to (Owner of (Casting unit)) and Retain color
Unit - Hide (Casting unit)
Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using war3mapImported\FHugger.mdx
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Aura for Neutral Passive at (Position of (Target unit of ability being cast)) facing Default building facing (270.0) degrees
Set Aura_Unit[(Player number of (Owner of (Casting unit)))] = (Last created unit)
Trigger - Turn on Move unit <gen>
Wait 60.00 seconds
Cinematic - Enable user control for (Player group(Possessed_Player[(Player number of (Owner of (Casting unit)))]))
If ((Number of players in Possessed_Group) Less than 1) then do (Trigger - Turn off Move unit <gen>) else do (Do nothing)
Unit - Remove Aura_Unit[(Player number of (Owner of (Casting unit)))] from the game
Player Group - Remove (Owner of (Casting unit)) from Possessed_Group
Special Effect - Create a special effect at (Position of Possessed_Unit[(Player number of (Owner of (Casting unit)))]) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit - Change ownership of Possessed_Unit[(Player number of (Owner of (Casting unit)))] to Possessed_Player[(Player number of (Owner of (Casting unit)))] and Retain color
Unit - Move (Casting unit) instantly to (Position of Possessed_Unit[(Player number of (Owner of (Casting unit)))])
Unit - Unhide (Casting unit)
Unit - Create 1 Trigger Caster for Neutral Passive at (Position of Possessed_Unit[(Player number of (Owner of (Casting unit)))]) facing Default building facing (270.0) degrees
Unit - Order (Last created unit) to Neutral - Firebolt Possessed_Unit[(Player number of (Owner of (Casting unit)))]
 
Level 3
Joined
Oct 17, 2006
Messages
73
Okay I'll explain it a bit better, there are 3 main units in this, the possessing unit, the aura unit, and the target. The aura, is supposed to go under the target, when the possession takes place, the target is supposed to come under the possessing unit's control for one min, while he is in cinema so he can't talk, then go back into the owner of the target's hand, then make him come out of chinema as a fireball hits him to stun him so the possessing unit can get away.
 
Status
Not open for further replies.
Top