| 11-08-2003, 07:54 AM | #1 |
I put this skill on the Dark Ranger and her name is spelled backwards for the ability test map I made, but it's meant to be used on any organic unit that leaves a corpse. The concept I have in mind I will keep a secret for now ;) The problems I am having with the skill, are that when the unit executes the skill, it still autoattacks units or/runs away (when I set it's classification to "Worker") when it takes damage. This is NOT what I want to happen :( as it interrupts the trigger and well, it screws things up and makes the unit attack/run away while invulnerable. Here is the trigger: ----- Death Animation Events Unit - Regnar Krad 0045 <gen> Starts the effect of an ability Conditions (Ability being cast) Equal to Feign Death Actions Unit - Order (Triggering unit) to Stop <-- This is to prevent the unit from continuing whatever action it was doing before the ability was clicked once the ability finishes Unit - Pause (Triggering unit) Animation - Play (Triggering unit)'s death animation Unit - Unpause (Triggering unit) Unit - Make (Triggering unit) Invulnerable <-- This is to stop enemies from attacking/make them retreat, the problems with THIS trigger though, I described above ----- I guess my questions are, is there a unit classification that will prevent my unit from running/attacking automatically when taking damage? -or- Is there another way altogether I could work the trigger to fix the problem? Some things to note.. I've tried using "Unit - <unit> begins casting an ability" and "Unit - <unit> finishes casting an ability" for the event and both of these caused either a) the trigger to not execute AT ALL (only play the unit casting spell animation and nothing else) or b) the trigger being played but the same problems I described above AND strange undesired effects being placed on the unit (the caster art for the base spell I used, + stat modifiers that should be at zero like I set them to). I'm somewhat stumped on what to try next... EDIT: I removed the pause/unpause actions, and trigger still works the same, I assume I no longer need them but they were useful with a previous version of the trigger. |
| 11-08-2003, 08:06 AM | #2 |
Try this: Make a new spell based off of Silence with a tiny area of effect. Change it's disabled field from "Magic" to "Move." Give it to a dummy spell caster on the map and have him cast it on your hero whenever he uses the fake death spell. Given, your hero will be completely unable to move even if he wanted to. |
| 11-08-2003, 08:32 AM | #3 |
The Silence ability doesn't show in the list of Orders for "Issue order targeting a unit". ? I don't even have an option to select a variable. Interesting idea though I'm sure it would work if I could get the ability to be cast on my unit somehow. |
| 11-08-2003, 09:17 AM | #4 |
In the object editor there is a field "Stats - Can Flee".... set it to false and the unit no longer will automatically run away... Of course that means if the unit is attack by something that is invulnerable, it will just stand there and take it.... As for not wanting it to attack while its "Faking death", just base the "Feign Death" ability off of "Hide" (Night elf ability) but remove the fact that it makes the unit invisible (if you can....) and make it so it works day or night (if you can...) unfortunatly I haven't played with the "Hide" skill before, so I don't know its limitations... |
| 11-08-2003, 10:10 AM | #5 |
Thanks for pointing out the "Can Flee" option, that really helped me out when setting the unit classification to "Worker". Unfortunately, I still have that "Idle Workers" icon appearing in the bottom left of the screen when I make the unit a worker. How can I get rid of that? As for the Hide ability... That was a great suggestion! Since Hide automatically stops the unit from auto-aquiring targets, that would mean I wouldn't have to set the unit classification to "Worker" ;). Unfortunately, making the unit able to use that during the day as well as stopping it from disappearing is probably something that is out of my ability at the time. |
| 11-08-2003, 11:31 AM | #6 |
Just change the Day/Night duration to 300, the fade duration to 300, ... hrm. I don't see anything in the Object editor which toggles a day/night specific event on when you can use Hide. |
| 11-08-2003, 12:44 PM | #7 |
There seems to be a problem with doing what you just stated. Giving a unit an ability with those alterations, makes it appear permanently transparent (not invisible). And during the day, still targetable for attacks. |
| 11-08-2003, 01:09 PM | #8 |
U should just wait with the unpause till the spell duration runs out.... Also, give the unit the UnknownAloc ability once she falls. This will make her "unclickable" like with normal corpses... Making it hard to see if the bitch really died or not :P |
| 11-08-2003, 01:22 PM | #9 |
I already removed the pause functions altogether, they were used on a previous application of the ability to stop the unit from running/auto-aquiring targets and causing the trigger to still execute, making the unit invulnerable while still attacking/running. The current trigger is much more simple: ----- Death Animation Events Unit - A unit owned by Player 1 (Red) Starts the effect of an ability Conditions (Ability being cast) Equal to Feign Death Actions Unit - Order (Triggering unit) to Stop <-- This is still necessary to prevent the unit from continuing whatever it was doing before clicking the ability Animation - Play (Triggering unit)'s death animation Unit - Make (Triggering unit) Invulnerable ----- I am essentially finished with the ability itself, and happy with what I have. If I could A) prevent the unit from autoaquiring targets while executing the ability/during the trigger or B) make the "Idle Workers" icon at the bottom of the screen disappear, it would be perfect. Right now it's not something that is usable in anything I'd release to the public. I've come across another problem with tooltips, that when I edit them I get either strange symbols (usually only on multilevel abilities) or I get, well, nothing at all. See attachment for what I mean. Edit: This isn't going to be for a player vs other players map so your other suggestion isn't useful. Interesting idea though, but it would be easy to tell whether or not the unit died because the corpse wouldn't decay -or- the hero's body wouldn't dissipate. |
| 11-08-2003, 01:33 PM | #10 |
You could just play the disapate animation...easy But, adding the UnknownAloc, might cause problems, as it seems you can't remove it again :P lol Gonna have to try and fix that |
