| 09-03-2003, 06:53 AM | #1 |
Ok, im trying to make a trigger with a dumby spell based off of Divine sheild. In my trigger i can already make the unit: invulnerable, remove its collision, and play its death animation. But i was wondering how i could keep it from moving or attacking? I tried pausing the unit, but that kept me from deactivating Feign Death. Activation Trigger Events Unit - A unit Begins casting an ability Conditions (Ability being cast) Equal to Feign Death (Dumb Spell) Actions Unit - Turn collision for (Triggering unit) Off Unit - Make (Triggering unit) Invulnerable Animation - Play (Triggering unit)'s death animation, using only Common animations |
| 09-03-2003, 07:17 AM | #2 |
maybe change movement speed to 0 you may need to edit game constants to do this |
| 09-03-2003, 07:40 AM | #3 |
Disabling attacks has been asked before... Btw, you should change the event to Unit - Starts the effects on an ability, otherwise the unit can cast then click stop to use the ability with 0 mana cost. |
| 09-03-2003, 11:12 AM | #4 |
You could do it a bit like the gargoyle. When the fiegn death ability/spell is activated; perform the animation; then change the unit type to another one which stays absolutely static (with invincible armor). Then when you need to get back in action, turn back to the original unit. If it's a unit you're messing around with, base it off the gargoyle normal & stone form. With heroes, you'll have to work a bit more. Also, making it invulnerable is silly. When you're playing dead, you can still be hit be AOE spells etc. Alternatively, burrow the unit or make it ethereal. (OMG a ghost! a ghost!) |
| 09-03-2003, 01:49 PM | #5 |
where can I find the event: Unit - Starts the effects on an ability |
