Triggers

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Hey, I've started working with triggers nowdays and I saw it's pretty enjoyable.I would like to ask some questions.I've checked big tutorials and my answers aren't there!

1) First of all.I can only make this: Unit - Paladin 0080 <gen> Starts the Effect of an ability

it should look like

Unit - Starts the effect of an ability

I want to make all units that casts the respective ability to do the event.Help here pls?:confused:

2) I don't know much 'bout dummy units, but I want to do this: when my unit starts the effect, I want a dummy unit to be created near the casting unit and make it start the effect of spell X.I finished the event and condition part, but when I create the Action I don't know how to summon the dummy unit.I got this:
Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing (Position of (Triggering unit))
I have no ideea how I can summon that dummy unit!! That's all for now, I will ask more later:grin:
 
Unit - A unit starts the effect of an ability. Not specific unit event, but generic unit event.
For the dummy unit, where you are able to choose the unit-type (by pressing where it says "Footman" from the "Unit - Create 1 Footman" -> Press footman), go to the field "Melee" and select "Custom". This is where all the custom units from Human race are saved.
 
Level 16
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1. Here is it:
  • EventTest
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) YourAbility
    • Actions
      • -------- The event is called generic unit event --------
      • -------- Conditions here are rather simple --------
      • -------- Put your spell actions here --------
2. Dummy Units:
  • EventTest
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) SomeAbility
    • Actions
      • -------- Make a unit with locust ability and invulnerability with no model --------
      • -------- To make a unit witout a model simple type anything into model custom path (Object editor) --------
      • -------- Now make some ability for your dumm; eg. shadow strike with 0 cast time, 0 cooldown, 0 mana cost... --------
      • Set TempPoint = (Position of (Target unit of ability being cast))
      • -------- As every position in wc3 leaks (creates lag), we will make a global variable TempPoint to remove it --------
      • Unit - Create 1 DummyUnit for (Owner of (Triggering unit)) at TempPoint facing 0.00 degrees
      • -------- I have created a dummy at targets position --------
      • -------- Facing of dummy doesn't matter as it is invisible --------
      • -------- As we don't need that point variable anymore, we should destroy it with function below --------
      • Custom script: call RemoveLocation(udg_TempPoint)
      • -------- Now adding custom shadow strike to dummy --------
      • Unit - Add Shadow Strike to (Last created unit)
      • -------- Ordering dummy to cast it --------
      • Custom script: call IssueTargetOrder(GetLastCreatedUnit(), "shadowstrike", GetSpellTargetUnit())
      • -------- Note that dummy must be given right order to cast an ability --------
      • -------- The right order is written in every spell in object editor; field is Text - Order String - Use/Turn On --------
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • -------- As dummy shouldn't last forver we are giving him 1 second --------
 
Level 4
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Dec 24, 2008
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Unit - A unit starts the effect of an ability. Not specific unit event, but generic unit event.
For the dummy unit, where you are able to choose the unit-type (by pressing where it says "Footman" from the "Unit - Create 1 Footman" -> Press footman), go to the field "Melee" and select "Custom". This is where all the custom units from Human race are saved.

and how i make a dummy unit with no model life and etc?this was my question:cute:
 
Well now i admit you didn't search well. There are hundreds of tutorials, even on YouTube on how to make a dummy unit.
Dummy unit should have the abilities of Invulnerable and Locust, Pathing - Collision size to 0, Stats - Hide minimap Display = True, Combat - Attacks enabled None, Art - Model file to (copy paste the path: Abilities\Spells\NightElf\TreeofLifeUpgrade\TreeofLifeUpgradeTargetArt.mdl)
 
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