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Some daunting ability bugs...

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Hey everybody I have a couple problems regarding abilities that needs fixing, no triggers involved(i hope) so ill state the problem give an explanation and ask for help in order.

1. I have necromancers that can create BOTH skeletal archers and skeletal warriors, they are two separate abilities, one being 'Create Archers' and the other 'Create Warriors' when I cast one of either it casts Create Archer and puts a cool down on both spells. And the same happens when I cast Create Warrior, except that the when the warrior spell is used, it uses the create archer spell, even when on auto cast.
I need this so I can choose what type of skeletons my necros can create, without creating just archers. Any ways to fix this?
P.S This is also occurring on two hero spells based of off bloodlust.

2. I have catapults that are supposed to fire ammunition that gives the enemy a howl of terror effect on them when hit, and in a radius not on a single target
ex. Catapult fires missile, missile lands in group of targets, all targets within area of effect take on Howl of Terror.
Can somebody help there?

3. And my third problem which is probably very simple, I have a spell that has a 10 second cast time on it, but what I want to do is make it look like it's channeling the whole ten seconds so its not just sitting there, is this fixable?

Help would be greatly appreciated, I'll post for more help as the map progresses thank you very much. :thumbs_up:
 
Level 18
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Jan 21, 2006
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1. I have necromancers that can create BOTH skeletal archers and skeletal warriors, they are two separate abilities, one being 'Create Archers' and the other 'Create Warriors' when I cast one of either it casts Create Archer and puts a cool down on both spells. And the same happens when I cast Create Warrior, except that the when the warrior spell is used, it uses the create archer spell, even when on auto cast.
I need this so I can choose what type of skeletons my necros can create, without creating just archers. Any ways to fix this?

Any individual unit cannot have two abilities that are based off of the same ability (or have the same order ID). The only abilities that can actually have their order IDs successfully changed are Spellbook and Channel. This means that you need to use a different "base" ability for Create Archers than Create Warriors - there are a lot of options for summoning abilities.

P.S This is also occurring on two hero spells based of off bloodlust.

Remember that if you cannot find another ability that has a similar effect, you can always get a "dummy" unit to cast the effects of an ability onto the unit - this would only require that the abilities you use have similar utility/targeting functionality.

2. I have catapults that are supposed to fire ammunition that gives the enemy a howl of terror effect on them when hit, and in a radius not on a single target
ex. Catapult fires missile, missile lands in group of targets, all targets within area of effect take on Howl of Terror.
Can somebody help there?

You'll need a damage-detection system, as Kala said; this will allow you to determine when a "catapult" deals damage to a target. From here you can simply create a "dummy" unit that casts Howl of Terror at the position of the attacked/damaged (or triggering) unit.
 
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You have a trigger without any events. This is your damage detection trigger. Add events to it via other triggers that run on map initialization (for every unit on the map) and for units that enter the map region. In both of these events, you'll want to add the necessary events to the "damage-detection" trigger like I pointed out before. Looks like this:

  • Trigger - Add to DamageDetect the event (Unit - (Triggering unit) Takes damage)
This lets you create a trigger who's event is "any unit" takes damage.
 
Level 4
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You have a trigger without any events. This is your damage detection trigger. Add events to it via other triggers that run on map initialization (for every unit on the map) and for units that enter the map region. In both of these events, you'll want to add the necessary events to the "damage-detection" trigger like I pointed out before. Looks like this:

  • Trigger - Add to DamageDetect the event (Unit - (Triggering unit) Takes damage)
This lets you create a trigger who's event is "any unit" takes damage.
Sorry if I'm bothering you with all of these questions, but triggers really are my weak spot. So now that I have the damage detection trigger, how do I make it so the Catapult can fire the Terror ammunition?
 
Level 18
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Well now that you've got your trigger, you can add the actions you want. If a unit takes damage and the "source of damage taken" (it's an event response, look for it) is your Catapult, then move a dummy caster to that location and use Howl of Terror.
 
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