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Spell on when moving, off when not

08-01-2003, 09:00 PM#1
-={tWiStÄr}=-
I want make a spell seem like the ground is rumbleing and hurting enemy units. I tried triggers that tell him to activate immolation when he is ordered to move and that doesnt work and then after that the harder task when he reaches his destination so i need some real help. thanks.
08-01-2003, 09:51 PM#2
Vilex
make a spell based off of EarthQuake. if that dont work try monsoon.
08-01-2003, 10:05 PM#3
-={tWiStÄr}=-
that wouldnt make it constantly go because the order is only given once while the unit is moving, right when you give the order so he would use earthquake then just keep going.
08-02-2003, 02:58 AM#4
BBDino
You could base it off perminant imolation then use triggers to enable and disable it when he moves.
08-02-2003, 04:47 AM#5
playamarz
If it is a passive ability... Just use triggers to create the effects and everything.

Unit is issued a command.

Command is equal to move.

Add special effects under origin blah blah blah..
Deal dmg around area.. Blah blah blah
08-02-2003, 01:57 PM#6
-={tWiStÄr}=-
:( no one understands. i have the effecdts and everything. he has immolation as an ability and starts out with its so i dont have to worry about what level its set to or anything. now when he starts moving i want immolation to activate, now permanant immolation and passive abilitys are never deactivated. and what are all the commands that make him move? move, smart, attack, patrol, what are all of them I just made those up. and when he stops its going to be very confusing
08-02-2003, 02:06 PM#7
Pesmerga
no, actually, its not. Screw the spell and just use triggers. Use what playamarz said. If you can't do even the simple triggers, then you should learn them.
08-02-2003, 04:54 PM#8
Taion
If the hero just has regular immo it won't matter how much fancy triggering you do, the player will still be able to turn it on and off whether he's moving or not.

You have to use permanent immo and disable/enable it via triggers.
08-03-2003, 03:24 AM#9
-={tWiStÄr}=-
ok i can do it through triggers and all but can u enable and disable permanant immolation? and what about when he stops? ill go look around for something but i dunno...:bgrun:
08-03-2003, 05:07 AM#10
Guest
I ran into this same problem the thing is you can't check if a unit has gotten to his location easily. You could use a trigger saying that when he reaches target point which is a variable remove permanent immolation... The problem with that is technically when you order unit to move they don't go to the exact destination point they go near it so that wouldn't work. You could use region centered on the point he choose which would work but might be kinda sloppy looking when he gets near his destination the only way i found out how to do it is to store a units location in a variable every 1 sec if it is the same as the last stored unit location then turn off ability otherwise do nothing.
08-03-2003, 02:30 PM#11
-={tWiStÄr}=-
OH!!! ok i get that! that sounds good but let me get this straight... you store the units location in a variable, and then you check to see if its the same... and the onlyu reason it would be different would be if the unit was moving! weee!

Edit: sorry I went i to try it but i couldnt quite get the trigger right. can you help me :(
08-03-2003, 08:53 PM#12
Night_Orc
mabey you could make imolation a passive custom spell then when he moves use a trigger to give it to him and when he stops tak it away

1)event-(unit) is isued order targeting point

2)action-wait.2 seconds---for him to start moving---

3)if statement (below)
08-03-2003, 09:21 PM#13
Guest
Ummm try this:
---Immolation OnOff-------
Event:
Time - Every 1.00 seconds of game time

Action:
If ((LocationOfUnitX Equal to (X of (Position of (Triggering unit)))) and (LocationOfUnitY Equal to (Y of (Position of (Triggering unit))))) then do (Unit - Set the custom value of (Triggering unit) to 0) else do (Unit - Set the custom value of (Triggering unit) to 1)

If ((LocationOfUnitX Equal to (X of (Position of (Triggering unit)))) and (LocationOfUnitY Equal to (Y of (Position of (Triggering unit))))) then do (Trigger - Turn off (Immolation OnOff)) else do (Do Nothing)

Set LocationOfUnitX = (X of (Position of (Triggering unit)))
Set LocationOfUnitY = (Y of (Position of (Triggering unit)))

If ((Custom value of (Triggering unit)) Equal to 0) then do (Unit - Remove Permanent Immolation (Neutral Hostile 1) from (Triggering unit)) else do (Unit - Add Permanent Immolation (Neutral Hostile 1) to (Triggering unit))

---------

Keep in mind this could lag the game so what you wanna do is have another trigger turn this trigger on and off. This is what that trigger should be.
---------Movement Check------

Event:
Unit - A unit Is issued an order targeting an object
Unit - A unit Is issued an order targeting a point

Action:
Trigger - Turn on (Immolation OnOff)
Unit - Set the custom value of (Triggering unit) to 1
Unit - Add Permanent Immolation (Neutral Hostile 1) to (Triggering unit)

-----------

That should work i can right you up the triggers if you would like just email me your map at [email protected] K
08-04-2003, 01:52 PM#14
-={tWiStÄr}=-
Thanks a TON!!! I get all of that except how does it know what the triggering unit is? i think the prob with my trig is it cant get the unit because its created by a trigger... can you make a way for me to be able to do it without changing the way the unit appears? and Thanks agian:D :D :D
08-04-2003, 03:50 PM#15
Guest
well triggering unit is a placeholder because i don't know how you have it set up.