missile line wont apply passive skill (poison)

Level 2
Joined
Apr 12, 2025
Messages
8
I appreciate your time on this, if you find yourself here reading this post. I am working on a tower defense map, and have a small question.

Problem: I have a poison tower with a passive poison weapons skill. I am playing around with missle (line) to see if i can make the tower a bit more useful if placed in a good spot. However, if i am using missile (line), it will not apply the slow poison to the mobs it hits. If I remove it and bring it back to normal missile, poison works again. Is there a setting somewhere I might not be aware of to fix this?

Thank you

edit: it appears i also cant get bounce to apply the poison either
 
Last edited:

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,866
The devs never bothered programming in synergy between those mechanics, it probably would've complicated things and the base game never had any need for "artillery that applies poison".

In other words, you have to trigger these effects yourself, for example using Damage Engine or the damage events:
  • Events
    • Unit - A unit Takes damage
Combine that Event with a Dummy unit + Ability as well as some other steps (there's tons of guides on Hive that'll help) and you should be able to make your Towers do just about anything. It's extra work and can be complicated at first but in the end it will open the door to so many more possibilities.
 
Last edited:
Level 2
Joined
Apr 12, 2025
Messages
8
The devs never bothered programming in synergy between those mechanics, it probably would've complicated things and the base game never had any need for "artillery that applies poison".

In other words, you have to trigger these effects yourself, for example using Damage Engine or the damage events:
  • Events
    • Unit - A unit Takes damage
Combine that Event with a Dummy unit + Ability as well as some other steps (there's tons of guides on Hive that'll help) and you should be able to make your Towers do just about anything. It's extra work and can be complicated at first but in the end it will open the door to so many more possibilities.

I managed to get this far on my own. I'm using "about to be damaged" (i'd post the code but i cant figure out how to change the trigger window over to code to copy it, do you happen to know the shortcut?)

Now im stuck on what skill to use that will poison and slow targets. There's only so many skills available to have a dummy unit cast and I legit can't figure it out.



Edit:

I was able to figure it out. But I'd still like to know how to see the raw code in the trigger editor, Ive looked for 15 minutes what the hotkey is, and I know there is one. I must not be using the right terminology.


Solution:
Unit - Owned by enemy About to take damage ((about to take damage will count all units from a bouncing missile, whereas is attack can be spammed with stop and also hits the target before the missile, and doesnt count any bounced targets for some reason)

Unit-type of Damage Source = my towers

Unit - Create 1 dummy for owner of damage source at position of damage target
Unit - add 1 second exp timer
Unit - Order last created unit to attack once damage target

Dummy is invul/invis, has poison arrow neutral ability and has a .01 animation instant missile attack that does 1 damage. I can see the tiny delay because I know how i did it but this is what i was able to do.

Is this the most efficient way to do it?

Should i change creating it at enemy position to a variable temp point or would this not matter too much?
 
Last edited:

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,866
Acid Bomb, Shadow Strike, Soul Burn. Worst case you have to add more triggers and handle the damage yourself.
  • Unit - Cause Caster to damage Target dealing...
Unit Indexing is a good method for non-stacking buff effects. Use Dynamic Indexing for stacking effects. Links in my signature.
 
Level 2
Joined
Apr 12, 2025
Messages
8
Acid Bomb, Shadow Strike, Soul Burn. Worst case you have to add more triggers and handle the damage yourself.
  • Unit - Cause Caster to damage Target dealing...
Unit Indexing is a good method for non-stacking buff effects. Use Dynamic Indexing for stacking effects. Links in my signature.
See my previous comment I just edited it when you answered. I got it to work, but not how you described. I tried soul burn + slow ... but i cant delete the sound from slow popping off on the unit, like theres actually no setting for it anywhere in the ability or buff/effects. I also couldnt seem to get the soul burn damage over time to work, probably user error by me. Acid bomb doesnt reduce movement speed so I'm still stuck where i am with soul burn. Haven't looked at shadow strike yet, about to now.

Jesus christ yeah I could get this to work with shadow strike... Its been a decade since I've played, so I don't innately know what the abilities do and the name doesn't give it away that it's poison to me, lol!
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,866
Sounds are tied to the Model so if you want to get rid of a Sound then you need to use a different Model. Some abilities have an Effect Sound as well but that's rare and can be changed. To mimic the visual effects of Envenomed Weapons or Slow Poison using Acid Bomb you would simply change the Buff art.

Anyway, Acid Bomb should work the best, Shadow Strike has unwanted side effects:
1744824521875.png

You may need to try negative values or bigger/smaller values than expected, sometimes these "unused" fields are programmed differently.

Set it's Area of Effect to 0, Cast Range = 99999, Missile Speed = 0, Missile Art = None, and make sure that your trigger creates the Dummy on top of the target. Your Dummy should have the following settings: Copy and paste the Locust, Set Model = None, Shadow = None, Attacks Enabled = None, Movement Type = None, Speed Base = 0. This is essential to have it cast spells instantly.
 
Last edited:
Top