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Unauto-castable Raise Dead

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Level 24
Joined
Feb 28, 2007
Messages
3,479
Hello, I am in need of some help. It's probably pretty simple, but whatever.
Basically what I want to do is a Raise Dead spell that is not auto-castable. Which means you have to manually cast the ability every time you wish to "raise" a skeleton. I heard this is possible in the Object Editor. Thanks in advance.
 
Level 6
Joined
Jan 27, 2007
Messages
208
  • Raise Dead
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (Your Spell)
    • Actions
      • Unit Group - Pick every unit in (Units within 450.00 of (Position of (Triggering unit)) matching (((Matching unit) is dead) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 (Your Unit) for (Owner of Triggering Unit) at (Position of Triggering Unit) facing Default building facing degrees
all you have to do is remove leaks
 
Level 6
Joined
Jan 27, 2007
Messages
208
  • Faerie Fire
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (Your Inner Fire)
    • Actions
      • Set InnerFire = (Position of (Triggering unit))
      • Unit - Create 1 DummyUnitInnerFire for (Owner of (Triggering unit)) at InnerFire facing Default building facing degrees
      • Unit - Order (Last created unit) to Night Elf Druid of Talon - Faerie Fire (Target unit of ability being cast)
      • Unit - Add a 0.75 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_ThrowHammerPoint)
first you need dummy unit that have Faerie Fire ability.
 
Level 6
Joined
Oct 26, 2007
Messages
211
Resurrection with only 1 target?

Or you can just prevent users from activating autocast by detecting when a unit is issued the 'raisedeadon' order then subsequently issuing to it the 'raisedeadoff' order
 
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