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What is the best way to create this system?

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I wanted to say first of all that I love you everyone on this forum! It feels good being back on this forum even though I am sick and can't really help much.
I still hate "Appocalips" for his bad manners and don't like him at all. :ogre_haosis:

I need to make a system that works for summoner unit that can summon up to 12 other units, when he does, the summoner become invulnerable and unable to attack but can move and cast things. ( though he can only cast another summoning which means that the system can't be THAT complicated ). When all of the summoned units are dead, the summoner become able to attack and vulnerable.

I can create that system myself but I wanted to ask:

What do you think will be the best way to do it?
I am up to suggestions...
 
Using a unit indexer

Store owner of each summoned unit (the summoner)
Increase summon pack count for that summoner

When summon pack count is 0 and is going up, add invulnerability to the summoner
When summon pack count goes to 0, remove invulnerability

On index and resurrection, increase summon pack count
On death, decrease summon pack count
 
Using a unit indexer

Store owner of each summoned unit (the summoner)
Increase summon pack count for that summoner

When summon pack count is 0 and is going up, add invulnerability to the summoner
When summon pack count goes to 0, remove invulnerability

On index and resurrection, increase summon pack count
On death, decrease summon pack count

First of all, thank you for your respond, but what about the "unable to attack"? and shouldn't hashtable be used better than unit indexer? (hashtable will be used with trigger that checks each summoner each and any second, is your way doing it without it?)
 
Instead of curse you could use Drunken Haze ability and set its Data - Attack prevented to those you want to prevent

Indeed the best way (though I must prevent abolish magic and the such, or is there a way to block that too?). +Rep.
@Nichilus: Also, question: how can I ensure that the nuke would not hit nearby enemies?
The other stuff I went over is the best possible way.
What is the difference between Unit Indexer and Hashtable?
If its about knowledge, I know how to use Hashtables very good.

@Readers: Oh, I just noticed its impossible to target invulnerable unit with Drunken Haze, I recall someone was telling me to add chaos attack instead, Im checking it.
 
Nice one Maker : )

What is the difference between Unit Indexer and Hashtable?
If its about knowledge, I know how to use Hashtables very good.

Lol, notice that I used events and you used a 1 second timer, that's the dif. You poll, meaning yours is less accurate and has more overhead. Mine responds the instant the thing occurs.
 
To disable attack, copy Cargo Hold (Orc Burrow) ability. Set Data - Cargo capacity to 0.

Giving unit that ability makes it unable to attack. Removing the ability gives the attack back.

Positive sides on this is that you can see the damage range and it can't be debuffed.

Done. Is this optimized enough or can this be done with lesser settings?
// The milion conditions can be replaced with "unit type not equall to skeletons" if this is a problam. //
 

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It's pretty good.

I found that I used a needless saved data, this is the most optimized version.
If you want 100% no bugs, make check for underlings which spawn upon death, to make sure that the system won't give the caster invulnerabilty and cargo hold and might cause error for this clash.

System that force Summoned Units to fight while the summoners are invulnerable and can't attack: optimized and GUI.
Enjoy.
 

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  • The New Mew - v1.1 optimized enough.w3x
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