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Need help with summon misha

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Level 9
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Dec 15, 2009
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523
hey..
can someone teach me how to trigger when misha is summoned and
it will autmoaticly cast spell and attack the unit im attacking..and i cant control it..please
 
Level 9
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Dec 15, 2009
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523
i wan misha to be summoned and i cant ctrol misha after i summoned it instead misha attacks the enemies that im attacking even cast spells e.g warstomp,siphon mana....


i want misha to be a pet that can think on its own...


i cant find that sytem here on hive...aw


GUI please..+rep
 
Level 9
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oh wow...thanks...im waiting..


EDIT:btw can it used by 6 players at a time?casting the same spell sumon their own pet?
and can u make i cant control misha but i can cast her active abilities
 
Level 8
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These triggers are based on you being Player 1 and Player 12 being your ally.

The first trigger allows a base spell to be used to summon Misha for player 12.

The second trigger tells Misha to follow you every 2.5 seconds if he is not attacking anything.

The third spell determines whether or not Misha is attacking anything. It states that if Misha is attacking something, the Integer "MishaIsAttacking" will be set to 1 unless he dies or the target hes attacking dies. When misha stops attacking, Trigger 2 will make him follow you again. You can give

You can give Misha some passive abilities that will have a chance to cast a spell when he is attacking something. Feel free to ask me if you have any questions about this.

I hope this was helpful.
 
Level 9
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523
miles nevermind ill use ur picture as reference if i cant get it ill ask it here
if i cant get it u can make it for me..




it didnt work...aw..need help with a test map..
 
Level 9
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enemies can attack..misha too...
i cant control her movement but i can cast her active spell if i want
yet she can cast spells on her own too..

but is this possible if 6 players have this misha spell?
 
Level 33
Joined
Mar 27, 2008
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8,035
enemies can attack..misha too...
i cant control her movement but i can cast her active spell if i want
yet she can cast spells on her own too..
Okay I get it.
You want like AI-controlled pet unit, right ?

but is this possible if 6 players have this misha spell?
This question is the matter of MPI (Multiplayer Instanceability, analogous to MUI)
 
Level 9
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523
i dont want to much complication in my map so..

i want the misha to attack the enemy that the player(owner) is attacking..



EDIT:defskull..yeah..its ai controlled..


EDIT2:to be realy clear im gonna put this misha spell in to an item later so for example this item will drop from bosses then if 2 players have the item which contain the misha spell...is that posible??
 
Level 8
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Messages
357
This is pretty simple, and it works. Here you go

http://www.mediafire.com/?mh8i7a6pvuj38m7

If you want him to have special abilities give him neutral hostile bash/critical strike abilities and you can add special effects under:

Art - Special

or

Art - Target (select a cool model)
set Art - Target Attachment Point to "chest"
set Art - Target Attachments to one

you need to chose a big effect, otherwise it wont show.

And some advice to you, I suggest you start working on the simpler components of your map before moving up to this. Once you understand basic trigger systems doing something like this is possible for even someone new, like me, to figure out.
 
Level 9
Joined
Dec 15, 2009
Messages
523
This is pretty simple, and it works. Here you go

http://www.mediafire.com/?mh8i7a6pvuj38m7

If you want him to have special abilities give him neutral hostile bash/critical strike abilities and you can add special effects under:

Art - Special

or

Art - Target (select a cool model)
set Art - Target Attachment Point to "chest"
set Art - Target Attachments to one

you need to chose a big effect, otherwise it wont show.

And some advice to you, I suggest you start working on the simpler components of your map before moving up to this. Once you understand basic trigger systems doing something like this is possible for even someone new, like me, to figure out.

my map is 80% done and it a d3 map..so most of the main components are already done..



BTW ima check it out..aww




EDIT:paste bin or attach a map is simpler you dont need to upload it to media fire...





EDIT2:the map that u uploaded is a BOOTY BAY map
 
Level 9
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Dec 15, 2009
Messages
523
that pet system is out of date and 1.21 version..i cant see it in wc3(thanks though)



and miles ur giving me a melee map ...


i realy need this a.s.a.p i have not much time with W.E..aww
 
@Miles


  • SummonGUI
    • Events
      • Unit - A unit Spawns a summoned unit
    • Conditions
    • Actions
      • Custom script: set udg_ID = GetHandleId(GetTriggerUnit())
      • Hashtable - Save Handle Of(Summoning unit) as 0 of ID in Hash
      • Trigger - Turn on Loop <gen>
      • Unit Group - Add (Triggering unit) to Group
  • Loop
    • Events
      • Time - Every 3.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Group and do (Actions)
        • Loop - Actions
          • Set Misha = (Picked unit)
          • Custom script: set udg_ID = GetHandleId(GetEnumUnit())
          • Set Hero = (Load 0 of ID in Hash)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero is alive) Equal to True
              • (Misha is alive) Equal to True
            • Then - Actions
              • Custom script: set udg_Order = OrderId2String(GetUnitCurrentOrder(udg_Hero))
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Order(Order)) Equal to (Order(move))
                      • (Order(Order)) Equal to (Order(stop))
                      • (Order(Order)) Equal to (Order(<Empty String>))
                • Then - Actions
                  • Custom script: call IssueTargetOrder(udg_Misha, "follow", udg_Hero)
                • Else - Actions
                  • Custom script: call IssuePointOrder(udg_Misha, "attack", GetUnitX(udg_Hero), GetUnitY(udg_Hero))
            • Else - Actions
              • Unit Group - Remove Misha from Group
              • Hashtable - Clear all child hashtables of child ID in Hash
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (NCD_Grp is empty) Equal to True
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions

It is highly recommended that the pet is an AI ally...


JASS:
//Put this code in your map header
//Make the necessary variables >>> Hash = Hashtable and initialize it

function SetupVariables takes nothing returns nothing
    set udg_Hash = InitHashtable()
endfunction

function FollowLoop takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local integer tID = GetHandleId(t)
    local unit u = LoadUnitHandle(udg_Hash, tID, 1)
    local unit ai = LoadUnitHandle(udg_Hash, tID, 2)
    local string o
    if GetWidgetLife(u) > 0.405 and GetWidgetLife(u) > 0.405 then
        set o = OrderId2String(GetUnitCurrentOrder(u))
        if o=="move" or o=="stop" or o==null  then
            call IssueTargetOrder(ai, "follow", u)
        else
            call IssuePointOrder(ai, "attack", GetUnitX(u), GetUnitY(u))                    
        endif 
   else
        call PauseTimer(t)    
        call DestroyTimer(t)
        call FlushChildHashtable(udg_Hash, tID)   
    endif
    set t = null
endfunction

function FollowUserHero takes unit u, unit ai, player p returns nothing
    local timer t = CreateTimer()
    local integer tID = GetHandleId(t)
    call SaveUnitHandle(udg_Hash, tID, 1, u)
    call SaveUnitHandle(udg_Hash, tID, 2, ai)   
    call TimerStart(t, 3.0, true, function FollowLoop)
    set t = null
endfunction

 
Level 9
Joined
Dec 15, 2009
Messages
523
@miles i opened it in WE and im 100% sure that there is no misha trigger...just default melee



EDIT: can someone help me cr8 a test map for it?
 
Level 9
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Dec 15, 2009
Messages
523
thanks for the test map miles +rep..exactly what i wanted..

btw to avoid sumoning a pet twice what shud i add to the triggers?after cooldown it seems i can sumon 2 misha..
 
Level 33
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Mar 27, 2008
Messages
8,035
Eventually, the system should support MUI/MPI to keep track of how many Misha unit you have.
Once you made it MUI/MPI, you can easily track if Misha is available (alive), you should appear warning text that says something like You already have pet summoned. Use IF/THEN/ELSE function to determine if the player already has Misha or not.
 
Level 9
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Dec 15, 2009
Messages
523
EDIT: Defskull i must admit that i suck at trggering..i often ask for help when it come to complicated triggering(even its not that complicated)

i tried to use the IF/OR/ but i cant find it in conditon..can u show me how?


no need test map just tell me how can add it..



and btw im working on a trigger when i type -recall

misha will teleport back to me but i cant get it right awwww :|
 

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Level 3
Joined
Mar 29, 2011
Messages
38
Your map is single player or multiplayer?

If you are using miles's system, then i suggest this:
  • Call Back
    • Events
      • Player - Player 1 (Red) types a chat message containing back as A substring
    • Conditions
    • Actions
      • Set Point = (Position of Sylvanas Windrunner 0032 <gen>)
      • Set UnitGroup = (Units owned by Player 12 (Brown) of type Misha)
      • Unit Group - Pick every unit in UnitGroup and do (Unit - Order (Picked unit) to Move To Point)
      • Trigger - Run Misha Follow <gen> (ignoring conditions)
      • Custom script: call RemoveLocation(udg_Point)
      • Custom script: call DestroyGroup(udg_UnitGroup)
 
Last edited:
Level 9
Joined
Dec 15, 2009
Messages
523
Your map is single player or multiplayer?

If you are using miles's system, then i suggest this:
  • Call Back
    • Events
      • Player - Player 1 (Red) types a chat message containing back as A substring
    • Conditions
    • Actions
      • Set Point = (Position of Sylvanas Windrunner 0032 <gen>)
      • Set UnitGroup = (Units owned by Player 12 (Brown) of type Misha)
      • Unit Group - Pick every unit in UnitGroup and do (Unit - Order (Picked unit) to Move To Point)
      • Trigger - Run Misha Follow <gen> (ignoring conditions)
      • Custom script: call RemoveLocation(udg_Point)
      • Custom script: call DestroyGroup(udg_UnitGroup)


my map is multiplayer can i use this system?
 
Level 3
Joined
Mar 29, 2011
Messages
38
No.
If you want it to be multiplayer, the system should be more complex.

You have 6 player, then with miles's system, you will need 6 ally to be pet. Then your map will not have any slot for enemy computer.
 
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