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Move Ability

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I've been trying and failing to create an ability which will order a unit to move to a point, with the following conditions
-unit is otherwise immobile
-it costs mana to move based on distance
-coming into contact with an enemy will stop movement
-unit not selectable until it is stopped by enemy or has reached point of cast

The first issue is that the unit needs to be immobile (0 movement) when it is idle / has not started the effect of the ability. However, I couldn't set the movement speed of a unit above 0 if it's starting speed was 0.

Any ideas?
 

Remixer

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Level 33
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Feb 19, 2011
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I've been trying and failing to create an ability which will order a unit to move to a point, with the following conditions
-unit is otherwise immobile
-it costs mana to move based on distance
-coming into contact with an enemy will stop movement
-unit not selectable until it is stopped by enemy or has reached point of cast

The first issue is that the unit needs to be immobile (0 movement) when it is idle / has not started the effect of the ability. However, I couldn't set the movement speed of a unit above 0 if it's starting speed was 0.

Any ideas?

In Advanced -> Game Constants (or what is it) there is this field "minimum movement speed" which is normally 200 I think, have you set it to 0?

The mana and distance can be calculated however it needs a little triggering.

The enemy colliding however will probably need some unit detection system (not sure who hard to make).
 
Level 3
Joined
Mar 14, 2015
Messages
18
In Advanced -> Game Constants (or what is it) there is this field "minimum movement speed" which is normally 200 I think, have you set it to 0?

The mana and distance can be calculated however it needs a little triggering.

The enemy colliding however will probably need some unit detection system (not sure who hard to make).

Thanks. The issue was that I've set it to 0 for the unit (and in the gameplay constants), but when I try to set the 0-movement unit's movement through a trigger (above 0) it's movement does not change. Ever had this problem before? Was thinking I need to ensnare all units when they're not moving lol...
 

Remixer

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Level 33
Joined
Feb 19, 2011
Messages
2,085
Thanks. The issue was that I've set it to 0 for the unit (and in the gameplay constants), but when I try to set the 0-movement unit's movement through a trigger (above 0) it's movement does not change. Ever had this problem before? Was thinking I need to ensnare all units when they're not moving lol...

I think you could use researches here, if nothing else works.

Use the Movement Speed Bonus upgrade and manipulate the units' movement speed.

Edit:
Never mind, researches does not work.

If you set movement speed to 150 at start you can later on set it to 0, however the minimum movement speed seems to be 0.01 / 1 no matter what. Don't know what would help.

Edit 2:
Okay I think I figured out best way to do it:
Night Elf Bear Form (or any other transformation). Make the normal unit have movement speed and set the alternative unit's movement speed to 0. Make it instant cast (if you want to) and there you have it. You can trigger the unit to cast the ability when you wish or you can make it manual.

I made a test map.
 

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Level 3
Joined
Mar 14, 2015
Messages
18
I think you could use researches here, if nothing else works.

Use the Movement Speed Bonus upgrade and manipulate the units' movement speed.

Edit:
Never mind, researches does not work.

If you set movement speed to 150 at start you can later on set it to 0, however the minimum movement speed seems to be 0.01 / 1 no matter what. Don't know what would help.

Edit 2:
Okay I think I figured out best way to do it:
Night Elf Bear Form (or any other transformation). Make the normal unit have movement speed and set the alternative unit's movement speed to 0. Make it instant cast (if you want to) and there you have it. You can trigger the unit to cast the ability when you wish or you can make it manual.

I made a test map.

+1 for your help :thumbs_up:

Works perfectly. However, I need to simulate this for dozens of units. Guessing I just need to make dozens of different Shapeshift spells, exclusive for each unit type, right?
 

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,085
+1 for your help :thumbs_up:

Works perfectly. However, I need to simulate this for dozens of units. Guessing I just need to make dozens of different Shapeshift spells, exclusive for each unit type, right?

I think you can use the same base ability for every unit (just a new spell in object editor for every unit type) since the trigger isn't the part that detects the spell type.

But yes, you need to make many spells if you use various units, but you only need to change the unit types between which it transforms.
 
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