• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Toggle Auras

Status
Not open for further replies.
Level 6
Joined
Apr 4, 2005
Messages
299
make turn on/off aura as some kind of imolation withjouth damage and if is on, create and move dummy with real aura to position of hero. It is bad but there is no other way (I can see)
 
Level 4
Joined
Sep 2, 2004
Messages
74
i would

this is how i would do it...
when ### is casted it is removed and replaced with ### off spell and makes a dummy unit that has locest and have the arua on it adding caster to a unit group
---------------------------------------------------
every secound every unit in ###group lose Xmana
-----------------------------------------------------
unit cast ###off remove ###off and add ### remove the dummy unit and remove caster from unit group
 
Level 2
Joined
Apr 21, 2006
Messages
21
I've thought about this quite a lot myself and heres an idea, you can add abilities to units but if you add an aura it takes up a slot and if you try and max out the boxes it will bump something off most likely (Unless you can figure a way to have the aura bumped off and it still works).

I have found something out that works rather nicely, probably can't be used in a practical sense but say for example you GIVE a unit the ability of Item Life Regeneration, no icon shows up...but the effect of the life regeneration still works. Create a spell that is a 0 second cooldown no mana cost...this will be the trigger. Create a variable that is initialized to 0. Now if you know anything about spells do the event cast condition is the trigger action is set variable to 1. Run another trigger now that checks units within the range of our unit with the aura, if the variable is set to 1, add the ability to the units within the range, otherwise remove the ability from all other units.

I've done this myself in my map, its not pretty, it does work and I'm attempting to optimize it.
 
Level 4
Joined
Sep 2, 2004
Messages
74
OMG i jsut had an idea when he or she clicks the spell it truns on a trigger that every secound every unit in range of (ur unit) gets mana and then (ur unit) loses mana or wut ever with a few special affects add on and there u go
 
Status
Not open for further replies.
Top