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Arrows and Charges

08-25-2003, 12:16 AM#1
AedonX
I'm trying to make a hero that requires arrows to attack. If you've ever played Marine Arena, you know roughly what I am talking about. I've tried using War Clubs in item form, but that had very limited success, and after the charges on War Club ran out, then it reverted to the normal attack and disabled nothing. Is there a way to use arrow charges passively? (IE -- Stack of 100 arrows = 100 attacks, then need to reload.)


Edit: Taken care of by Reaper. Thanks a lot.

Edit again: This doesn't work, the method he gave me. Anyone got something else?
08-25-2003, 04:29 AM#2
Newhydra
You have a couple of options,
1: Use war club (I *know* it works 'cause I've used it) but you need to make the thing eat a destructable doodad. This will work no matter how many units you have.

2: use a different system, like use wood for your attacks(subtracting X each time you shoot), when you hit 0 wood ally the player with the enemy and make the player unable to attack allied units. (This is a problem in the current version of war3 because the allied flag doesn't seem to do anything)

2.5: you could modify it slightly and, instead of allying, order the player to stop if they don't have enough wood (unit is attacked, if attacker's wood = 0 order attacker to stop)

3: Use something like searing arrows which do damage for you at the cost of mana, and make the base damage 0. Set the mana regen to 0, when they buy ammo refill their mana.
08-25-2003, 06:05 AM#3
AedonX
All very good suggestions. I will try several of these tomorrow, but what I think I will do is setup an integer array and add an inventory slot for "Arrow Quiver". :D That should work, if I do it the way I plan. Thank you, by the way.
08-25-2003, 06:43 AM#4
bludragn
When War Club wears off it does the opposite of the Enable - Disable thing, so the solution is to set Attack 2 Damage Number of Dice to 0 which causes attack 2 to be permanently disabled.
08-25-2003, 01:05 PM#5
Reaper359
I said to force the unit to automatically devour let's say... a potion type item (arrows) that heals for 0 points, and has no graphical effect. That's what I meant by useless effect. Or... a buff with no effect.
08-25-2003, 02:17 PM#6
AedonX
I know what you meant Reaper, and I did try just that. I tried it with several items. Several of them made him not attack, or did not decrease stack. Furlbolg summon completely disabled my attack, and only summoned. And... yeah. It sounds like it should work, but it ended up not working. Thank you just the same.
08-25-2003, 05:33 PM#7
bludragn
hmm
08-26-2003, 12:49 AM#8
AedonX
Don't you still have to target a tree with that?
08-27-2003, 07:22 PM#9
RodOfNOD
ah yes my favorite solution to these problems lately....

http://www.wc3campaigns.com/forums/s...threadid=21585

Basically u have 2 units one has attack enabled the other doesnt

you use the add chaos ability to morph the unit back and forth

you use a counter (I use the actual Mana because I dont need it for my unit) and every time a unit is issed an attack order i decrement the counter and when it becomes 0 i do the chaos replace.

Then when they reload i just chaos back.

You will need to do some other things too..

When that unit is created or trained you need to assign a unique number to that unit. Do this with the custom value field and then assign that unit to that INDEX of a unit array. Unique can be just current# = current# + 1.

Then when the you detect the unit is attacked you see the attacker is your type and if it is you use ANOTHER array value INDEXED off of the custom value or u use the mana and decrement it.

This works perfect because they cant attack unless they have correct unit type.

For detail you could actually add a dummy spell that showed they had no ammo, and if your not using mana add a way of showing how many shots they had when they clicked on a button.

Good luck, any questions just ask.