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Strange Bug with "Unit Morph"-Ability

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Deleted member 152855

D

Deleted member 152855

Ok, here's my problem:

I designed a new start building which can be morphed either to the undead necropolis or into a new town hall (Small Portal to Outland) I made for my new army "Illidan's Forces".

I used the DemonHunter-Morphing ability as a basis and made it non-revertable.
(I could use the upgrade-function, but then the player had to pay the initial cost - which I don't want)

Well the ability works quite well, but when I put two or more of those start buildings on the map (for the same player).

It doesn't matter which ability you activate, it always turns out the same.
(Its always the Small Portal as far as I see)

I did the same with a "place-holder"-worker which SHOULD be morphed into any of the basic worker units as long as you possess the matching town hall.
But again, it doesn't matter which ability I activate, they always become the new worker for Illidan's Forces.

Anyone an idea?
 

Deleted member 152855

D

Deleted member 152855

DracoDruid said:
(I could use the upgrade-function, but then the player had to pay the initial cost - which I don't want)

OF COURSE I don't want the general town halls (necropolis, orc greathall, etc.) to cost NOTHING!

That's my problem! I want a building that can morph into ANY of the general town halls WITHOUT costing anything AND without changing the general town halls (f.e. their building costs).
 

Deleted member 152855

D

Deleted member 152855

Now we are getting near to it!

1) What do mean with "Bear Form in a disabled Spellbook"

2) Yes, I used the same string for each ability. But I must use either NONE or any preset ability, right?
What should I do?
 

Deleted member 152855

D

Deleted member 152855

I guess you mean: "Text - Order String - ..." ?

Which one's the important here?
Activate, Deactivate, Turn off or Use/Torn on?

Other strings I didn't see and I have absolutly no clue.

If I am right with those, doesn't this interfer with the abilities I choose instead?
 

Deleted member 152855

D

Deleted member 152855

Yeah, but since I can't create new strings and must use existing ones, doesn't that create problems with those ones?

The abilities I am making are PERMANENT model/unit changes.
So wouldn't those abilities be messed forever?

Please! I really need some clarification here!
 
Level 7
Joined
Sep 5, 2006
Messages
333
Try using undead's Obsidian Statue's Destroyer Form, and look for this "Data - Morphing Flags" there's this requires payment, untick it, copy the spell and make 2, then change the "data - alternate unit" to what ever.
Then go to order string, there's 4 of them change them all so that your two spell will not have the same order string (they can be *ANYTHING* and will not affect other spell and unit).
 

Deleted member 152855

D

Deleted member 152855

As my favored Pandaren says: "I'll give it a shot!"
 

Deleted member 152855

D

Deleted member 152855

Nope. Didn't change anything. I undid it afterwards so it's all "none" now.
I tried something else and found out some weird thing:

I untagged the "permanent" thingy for all abilities and this is what happend:

The "starting point" building transformed into itself but hat only one ability left. It was the "change into Small Portal" ability. I activated it and it returned to "normal stat" (with all 6 "Change-Abilities").

The worker unit instead just died, regardless which transform ability I activated.

This is all quite weird to me, so I will just post my test map here and hope that some of you have the time to take a look and maybe find a solution.

While I don't think I did anything interesting for you, feel free to take what you like.

Thx.



EDIT:

Oh, btw. On this map is also the "Fortified Goldmine" which doesn't work either. So...
 

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Deleted member 152855

D

Deleted member 152855

I untagged "need payment" right at the beginning.

I just experimented with untagging "permanent" to see what's happening.
And this is where those strange things happend I posted lastly.
 
Level 6
Joined
Apr 14, 2008
Messages
172
  • Trigger
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Morph Into Townhall
        • Then - Actions
          • Unit - Replace (Triggering unit) with a Townhall using The new unit's default life and mana
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Morph Into Great Hall
        • Then - Actions
          • Unit - Replace (Triggering unit) with a Great Hall using The new unit's default life and mana
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Morph Into Tree of Life
        • Then - Actions
          • Unit - Replace (Triggering unit) with a Tree of Life using The new unit's default life and mana
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Morph into Necroplis
        • Then - Actions
          • Unit - Replace (Triggering unit) with a Necroplis using The new unit's default life and mana
        • Else - Actions
          • Do nothing
i think this solves your problem..
 

Deleted member 152855

D

Deleted member 152855

Yeah thanks, but I hoped to get this solved without any triggers.
The less the best... ;)
 
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