• 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.

[Trigger] Unit Uses Ability Stops Orders?

Status
Not open for further replies.
Level 4
Joined
May 16, 2004
Messages
76
Is there anyway around that when say a hero uses an certain ability that his current orders are not stopped.

Eg The hero is walking towards a point and wants to warstomp and then continue onto the point without the user having to reclick the point.
 
Level 4
Joined
May 16, 2004
Messages
76
Thankyou, but i have found that it is something in my triggering, keep in mind i havent fixed the leaks yet im just trying to make it workable. What it does is it moves the Hero to a point 200 in front of where he is while checking every 10 to make sure he does not jump over fences or trees. Now I want the ability of this hero to be able to cast while running to a point, so its kind of like a temporary speed increase except its a teleport. Currently after he teleports he just sits there, his orders being cleared previously

  • Divine Depart
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Berserk
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Berserk for (Triggering unit)) Equal to 1
        • Then - Actions
          • Special Effect - Create a special effect at (Position of (Triggering unit)) using war3mapImported\DivineRage.mdx
          • For each (Integer A) from 1 to 19, do (Actions)
            • Loop - Actions
              • Set Divine_Destination = ((Position of (Triggering unit)) offset by 10.00 towards (Facing of (Triggering unit)) degrees)
              • Unit - Move (Triggering unit) instantly to Divine_Destination, facing (Facing of (Triggering unit)) degrees
          • Set Divine_Destination = ((Position of (Triggering unit)) offset by 10.00 towards (Facing of (Triggering unit)) degrees)
          • Unit - Move (Triggering unit) instantly to Divine_Destination, facing (Facing of (Triggering unit)) degrees
          • Selection - Select (Triggering unit) for (Owner of (Triggering unit))
          • Special Effect - Create a special effect at (Position of (Triggering unit)) using war3mapImported\DivineRage.mdx
          • Do nothing
        • Else - Actions
 
Last edited:
Level 5
Joined
Oct 17, 2006
Messages
151
Some abilities such as Berserk or Divine Shield don't stop your hero...
That's the only way I know

do it like this!!!

Make the event trigger off of the divine shield ability (or whatever other ability thats like it) and make a dummy that will do the spell for you (seeing you are doing a warstomp ability)

Example:
  • Example Ability
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Issued order) Equal to (Order(divineshield))
    • Actions
      • Unit - Create 1 Stomp dummy for (Triggering player) at (Position of (Triggering unit)) facing Default building facing degrees
      • Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
      • Unit - Remove (Last created unit) from the game
something like that except you customize the ability... =]
 
  • Example Ability
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Issued order) Equal to (Order(divineshield))
    • Actions
      • Unit - Create 1 Stomp dummy for (Triggering player) at (Position of (Triggering unit)) facing Default building facing degrees
      • Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
      • Unit - Remove (Last created unit) from the game

That won't work because of a simple mistake. The unit won't have enough life time to cast the spell.

So, instead of removing the unit right after ordering it to cast, add an expiration timer with Unit - Add Expiration Timer, to give it about 2 seconds of life.

And that's the way I'd recommend you to do :p
 
Level 7
Joined
Jul 20, 2008
Messages
377
not a 2sec timer more like a .02 sec timer that way he dies quick... after all we dont need him for 2 sec (plus then peeps will see the hp bar floating around)

.02 is STILL not enough time to cast Stomp.

Use a 2 sec timer, and give the Locust ability to the dummy unit so nobody will see its HP bar.
 
Status
Not open for further replies.
Top