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Spell based on the Big Bad Vodoo

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Level 3
Joined
Jun 21, 2004
Messages
43
Well... I'll explain it to you :roll:
The caster wants to defend it's allies by making them invulnerable... And when he does that, he himself gets a bit of bonus armor (that's not the problem) and he is morphed into a building (like castle or barracks or something) untill the spell is over (ofcours he can't move and things like that).
The problem is... I can make it so that a barracks appears right where he is... but it doesn't dissappear when the spell is over and it appears in as the "building time" model... Not the completed building but while they are building it...

Any ideas?
 
Level 3
Joined
Jun 21, 2004
Messages
43
Well... Let's say that there are NO changes yet...
You just got the Big Bad Voodoo spell as it is when you make a new map... And there aren't any other triggers active that have something to do with this...

Starting from a scratch here 8)

I'm searching for a solution for it... This is probably needed for it :

Event
Unit - A unit owned by (who cares :)) Begins casting an ability
Conditions
(Ability being cast) Equal to Big Bad Voodoo
Actions - ??

Something like convert a building to a Doodad, which can then be created at a point and deleted after casting..., or an animation that only uses a standing building (but I do not have that sort of animations or doodads :) )
 
Level 3
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Jun 21, 2004
Messages
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Actions
Animation - Play (Create a Cage (my test object) at offset(X of (Position of (Casting unit))), (Y of (Position of (Casting unit))), 0.00) facing (Random angle) with scale 1.0 and variation 0)'s stand animation

Well... it creates a cage right on top of the hero... But that's probably not what I want... The hero must be able to get killed ... And it's pretty stupid if they can just destroy the doodad...
(yes i could have created an immortal doodad, which dissappeared after casting, but the hero cannot become immortal... that's not what I want...)

I'm too noobish too solve this : :) But I won't give up!
 
Level 13
Joined
May 5, 2004
Messages
1,330
Using this one makes it possible to attack the hero, but there's still the problem with the construction animation.

Special Effect - Create a special effect attached to the overhead of (Casting unit) using buildings\human\HumanBarracks\HumanBarracks.mdl

Looking a bit weird, a running, constructed barrack.
 
Level 3
Joined
Jun 21, 2004
Messages
43
Nope... same problem :)
The barrack appears as being build... Not the finished barrack...
Can I change it?

And also... to stop it's special effect, stop it or something... I'll check that out 8)

(Now we are as far as I already was before... )
 
Level 3
Joined
Jun 21, 2004
Messages
43
Well here I am again... I made you some Photoshop crappy images ... (If you cannot see them, use right mouse button, show images... I got a crappy image server...)

Here's the beginning :
pic%201.jpg


The hero is surrounded by his troops, and he will want to defend thim, if the button is pressed, this happens:

pic%202.jpg

(sorry for the crappy photo :? )
He turned into a barrack, unable to move, and his troops are immortal...
That's the only thing that's supposed to happen (and ofcours the barrack goes away if the spell is stopped/finished)...
 
Level 3
Joined
Jun 21, 2004
Messages
43
hmmmn... more then an hour later...
you really brainstorming about this?...

good luck :wink:
 
Level 1
Joined
Jun 23, 2004
Messages
1
Hmmm..... this could easily work if it's the ultimate, let me see...

Event
A unit owned by __________ begins casting an ability

Condition
Ability being cast = protector of kingdoms

Action
Special Effect - Create special effect on unit (Barracks path)
Trigger - New event - Every .3 seconds
Unit - Issue order (Hold Position)
Wait X seconds (X is the length of the spell)
Trigger - Disable this trigger
Wait 5 seconds
Trigger - Enable this trigger

I think that might work, but maybe tweak the end? and maybe decrease the periodic if it doesnt work right. Thats just an outline.

BTW, you might want to fix the tooltip :wink:
 
Level 3
Joined
Jun 21, 2004
Messages
43
Tooltip already fixed :roll:
Noticed it when I posted them :wink:

But euh... the problem is that the barrack will show up like being build...
Every building has a "bearth" annimation... and I havent found yet how I can change it to it's "stand" animation while using a special effect...
 
Level 5
Joined
Jun 23, 2004
Messages
22
Trigger

Well I think I found a way to do it but it needs more than one trigger. First you need this :

Cast
Events
Unit - A unit owned by Player 1 (Red) Begins casting an ability
Conditions
(Ability being cast) Equal to Big Bad Voodoo
Actions
Rect - Center CastingZone <gen> on (Position of (Triggering unit))
Unit - Create 1 Barracks for (Triggering player) at (Position of (Triggering unit)) facing (Player 1 (Red) start location)
Unit - Pause (Last created unit)
Set stillCasting = True
Wait 30.00 seconds
Set stillCasting = False
Unit - Remove (Last created unit) from the game


You need to create a rect as small as the caster(CastingZone <gen>) somewhere on map and a boolean variable(stillCasting). Also you need to set the barracks collision size to 0.00, add the invulnerable(neutral) ability, Placement requires (empty) and Selection Scale = 0.00 .

Then you will need a trigger in case the player is able to select the barrack. ::

Deselect
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
Actions
Selection - Remove (Triggering unit) from selection for Player 1 (Red)


Then another trigger in case the Casting unit moves while casting Big Bad Voodoo ::

Moves
Events
Unit - A unit leaves CastingZone <gen>
Conditions
stillCasting Equal to True
(Unit-type of (Triggering unit)) Equal to Mountain King
Actions
Unit - Remove (Last created unit) from the game


Notice the use of the variable 'sillCasting' and the rect. that was centered on the casting unit.

I tried it and it worked fine. You can use more variables to set (Last created unit) in case you use it already.
I hope it helps...
 
Level 2
Joined
Mar 9, 2004
Messages
39
Make a building unit not a doodad

-Actions: set a region to centered at the triggering unit

replace the triggering unit with the same unit but with it as a building model and a passive aura

-Make sure the unit is exactly the same but with the model of the barracks with skills and all but the skill that changes him into a building

-Add an aura to the building unit

-Make the aura target friendly units and click the not self box in targets

-Make a region the range of the aura

-Make a trigger making all units in this region become invulnerable

-Make a trigger that if a unit leaves the region make them vulnerable

-Move region in an safe zone where no units can go

Then make this trigger to disable the ability:

Events:
A unit is issued an order with no target
A unit is issued an order targeting a object
A unit is issued an order targeting a point
A unit begings casting an ability
A unit finishes casting an ability

Conditions:
Unit-Type is = to the building

Actions:
Replace triggering unit with the normal hero (non-building)
Remove aura ability (barracks aura abillity is the abillity removed)
Add a dummy ability

Another trigger:

Events:
A unit begins casting an abillity

Conditions:
Casting Spell= dummy ability

Actions:

set a region to centered at the triggering unit

replace the triggering unit with the same unit but with it as a building model and a passive aura

The dummy ability is just used to act as a replacement for the skill ability when learned

:wink:
-This way allows to have the unit stop whenever wanted
-This works if the ability is only 1 lvl though
-If changed a bit the abillity will be able to have multiple levels
 
Level 5
Joined
Jun 23, 2004
Messages
22
Did you read my last post? :roll: I'm about sure you didn't read it all, since the
" wouldn't work to good because of the region having to be the size of whatever unit"
is wrong and not specified. That region is the size of the casting unit if you didn't read, also the triggers work [all tested] and it can stop normally also... :roll:

I'll add, you should have posted your idea before the thread was more than a week old... :?

Your idea is supposed to work in some way also but I did not test it. (giving it back)
 
Level 2
Joined
Mar 9, 2004
Messages
39
Having a region the exact size of a unit is almost impossible because all units are not boxes but i do know what ur saying

By the way i did read ur post above...
just think about this if u have a ranged unit and it casts this spell it can still be in ur region and attacking during the whole invulnearblity skill
why does the thread having to be more than a week old have to do with anything... people sometimes still can't get an answer after a month or not even getting a answer... by the why last time i checked jun. 25-27 is not a week... 25 is when u answered and that would be considered the "time when it got old"
how was i supposed to know that he used ur method to solve his spell problem??? why did u make it so only the barracks cannot be selected by only player 1 red..?
You keep bragging about ur idea being tried and worked and u haven't even tested my method and ur like no it won't matter because the thread is old...
 
Level 5
Joined
Jun 23, 2004
Messages
22
OK you really didn't understand that one...deselect works on the barrack only, in case someone is able to select it, not on the caster. Understand what the triggers are about before posting nonsense things! :x

If you are still sure YOU are right and I am not on nothing, well go download the map here ::

BigBadVoodoo Map
[made in WEU by the way]
 
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