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My features ideas

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Level 2
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Apr 12, 2013
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I have been working on a few features for the last couple of days (as that is when I started map making or even looking at the WorldEditor program) and thought I would share with you all.

Any feedback is good feedback. So comment away.


Basically, I am working on an autocast system for units/heroes/towers/whatever. I have read through a lot of posts and discussions regarding dummy units/abilities/etc. To be honest, I was initially confused as hell about them (however they make a little more sense now).

Anyway, so what I've done to get around all that was to create a dummy ability ("AutoCast"), and then create a bunch of items with spells attached. So the items sit in the inventory slot 1 of whatever unit/hero/tower and then a trigger determines that when the unit is casting "AutoCast" ability (the dummy ability) then to "USE" the item in slot 1 (targeting same target).

This is the trigger basically:

  • UseItem
    • Events
      • Unit - A unit owned by Player 1 (Red) Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to AutoCast
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-class of (Item carried by (Triggering unit) in slot 1)) Equal to Artifact
        • Then - Actions
          • Hero - Order (Triggering unit) to use (Item carried by (Triggering unit) in slot 1) on (Target unit of ability being cast)
        • Else - Actions
          • Do nothing
Seems to work well in my opinion, however any thoughts/advice regarding this is appreciated.

I'll attach a couple of images and a demo test file...


**PS. APOLOGIES IF THIS IS IN THE INCORRECT SECTION, MODS FEEL FREE TO MOVE IT TO CORRECT SECTION IF IT'S IN WRONG ONE. THANKS :)
 

Attachments

  • UseItem trigger.png
    UseItem trigger.png
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  • AutoCast Ability.png
    AutoCast Ability.png
    135.5 KB · Views: 159
  • ACPurge (dummy buff).png
    ACPurge (dummy buff).png
    56.3 KB · Views: 149
  • Acid Bomb Launcher (autocast item).png
    Acid Bomb Launcher (autocast item).png
    99.2 KB · Views: 133
  • ACAcidBomb (autocast item ability).png
    ACAcidBomb (autocast item ability).png
    126 KB · Views: 150
  • supertest.w3x
    20.8 KB · Views: 80
Last edited:
Level 6
Joined
Jun 24, 2011
Messages
176
Kinda wrong section, but nothing mods can't fix.

OT: I don't really get what the purpose of this is. Why not use the spell from a dummy unit instead of an item? Just to avoid clicking on the item and the target in order to use it from a normal hotkey (QWER) spell?

Well, works how it's intended but yeah, I'm feeling a lack of real use ... ermm.

So far,
Hades
 
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