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Sacrifice (Acolyte / Sacrificial Pit)

07-16-2009, 01:47 AM#1
Anopob
After a bit of thinking, I thought it would be cool to experiment with these 2 abilities and adding them to a unit and a building. If I could change a shade to another unit, then I could make some sort of multi-sacrificial unit-training system. However, after looking through both of these abilities' data fields, they don't have much to change, except a 'requirement' for Sacrifice (Acolyte), and a cast range number for Sacrifice (Sacrificial Pit). Sacrificial pit's ability doesn't seem to change anything at all, so it seems that no matter what I won't be able to alter it. Does anybody know if these 2 skills are those ones that can never be changed, or have I missed something? Thanks.
07-16-2009, 02:22 AM#2
Anitarf
The last time I tried using sacrifice, I couldn't get it to work in any way other than by using the original acolyte, so I ended up modifying the acolyte into my custom unit that I wanted to use with sacriface. Needless to say, you can only get one unit to work with the ability this way. Sacrifice is quite possibly the most hardcoded ability in the entire WC3.
07-16-2009, 02:28 AM#3
Anopob
Damn, I was looking forward to this skill too. Oh well, thanks for the info.
07-16-2009, 02:40 AM#4
Alevice
Yeah, fucking sucks for custom races.

I guess you could detect if a unit was trained or something. I think you can detect the training building, can't you? If so just use chaos to morph the shade. Unfortunately, the training queue would display a shade :/
07-16-2009, 02:48 AM#5
Kino
All it not lost, I once made a custom sacrifice system.

Simplt detect when the shade is trained, check what structure it was sacrificed at then replace it accordingly with custom unit of choice.

to acheive this you only need 1 sacrifice ability. What you do need is different buildings which when sacrificed at produce different units.

in terms of gameplay it means you sacrifice you acolytes at different structures to gain different units.
07-16-2009, 02:53 AM#6
Alevice
I just did that test. Alas, you still see the shade as the trained unit. I guess you could do some hackery there involving fake traingin or smth.
07-16-2009, 03:23 AM#7
Anopob
I thought of doing something custom, but not like that. This might actually work. What if I changed the shade's icon, and then morphed it like how you guys explained? I mean, perhaps a generic icon of some sort could work (eg. if this was used for the human race, a peasant or villager could be shown). The description and tooltip will have to be changed too, meaning for custom races Undead will have to not be available for playing (or have a minor cosmetic change), but it would otherwise be good to go.

..

Okay a few things I noticed when testing this on 3 buildings each with different triggers to create different units.
  • The main parts that are required work
  • Sometimes it causes crashes
  • Buildings with the Sacrifice (Sacrificial Pit) can still train units, however, only 1 at a time, meaning no queue
  • The tooltip/icon change trick could work
  • The build time of all units would have to be the same
This is of course, if applying the 'system' to custom races. Oh well, maybe someone would find a use for this somewhere. Thank you both.