Greetings,
I'm trying to create following spell:
Burrow
Unit burrows, losing ability to move, but gains increased damage, range and becomes permamently invisible.
Unit base is Barbed Arachnathid. The spell I use for this one is 'Bear Form', which basically switches between two units, "Unburrowed version" and "Burrowed version". Everthing works fine...
Except for the problem that Alternate form of Arachnathid model (So the burrowed one) wasn't created for units that can attack. So basically, when the burrowed unit attacks, it displayes 'regular attack' animation. So ingame you see unit attacking, while what I want is the unit to stand still and do nothing, just keep the "Stand Alternate" animation.
That's why I tried implementing a trigger which after the ability is cast, plays the "Stand Alternate" animation and changes the speed of animation for unit to 0%.
It didn't fix the problem, as now the unit's model disappears when it's attacking.
Another thing I tried was creating a dummy unit with the Alternate Stand animation at the location of Burrowed unit, which worked just perfectly, but I can't seem to remove the dummy unit after burrowed unit uses bear form again or dies.
I'm using:
Event Finishes casting spell
Condition: Ability being cast equal to burrow, unit type equal to unburrowed version
Actions: Set TempLoc = Location of casting unit
Set Tempgroup = Units in 50 range of Temploc matching condition: (Unit type equal to dummy unit)
Pick tempgroup and do actions:
- Remove picked unit
Somehow the tempgroup doesn't want to recognize the dummy units inside it.
Anyone has an idea of how to fix it? Thanks in advance.
I'm trying to create following spell:
Burrow
Unit burrows, losing ability to move, but gains increased damage, range and becomes permamently invisible.
Unit base is Barbed Arachnathid. The spell I use for this one is 'Bear Form', which basically switches between two units, "Unburrowed version" and "Burrowed version". Everthing works fine...
Except for the problem that Alternate form of Arachnathid model (So the burrowed one) wasn't created for units that can attack. So basically, when the burrowed unit attacks, it displayes 'regular attack' animation. So ingame you see unit attacking, while what I want is the unit to stand still and do nothing, just keep the "Stand Alternate" animation.
That's why I tried implementing a trigger which after the ability is cast, plays the "Stand Alternate" animation and changes the speed of animation for unit to 0%.
It didn't fix the problem, as now the unit's model disappears when it's attacking.
Another thing I tried was creating a dummy unit with the Alternate Stand animation at the location of Burrowed unit, which worked just perfectly, but I can't seem to remove the dummy unit after burrowed unit uses bear form again or dies.
I'm using:
Event Finishes casting spell
Condition: Ability being cast equal to burrow, unit type equal to unburrowed version
Actions: Set TempLoc = Location of casting unit
Set Tempgroup = Units in 50 range of Temploc matching condition: (Unit type equal to dummy unit)
Pick tempgroup and do actions:
- Remove picked unit
Somehow the tempgroup doesn't want to recognize the dummy units inside it.
Anyone has an idea of how to fix it? Thanks in advance.