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Disabling duration of skeletal minions

11-28-2003, 07:28 PM#1
Trickster
I changed the skeletons in raise dead to zombies. Worked nice. But they're dying. Zombies shouldn't die in a certain perioid. emote_sweat How do i disable the spell duration in raise dead? (if even possible...)
11-28-2003, 07:33 PM#2
MaliceDR
Base it off of Carrion Beatles.
11-28-2003, 07:37 PM#3
Ligature
You can't give them infinite duration without using a different ability and/or triggers. I think you could rig a trigger that did something like:

E - a unit enters the playable map area
C - unit-type of entering unit equal to zombie
A - unit - pause expiration timer for entering unit

You might have to put a wait X seconds in there before the pause expiration timer, I don't know... And I haven't tested this, so it may not be feasible.

But if you just want to change the duration, you can set it in the ability editor for Raise Dead... it will only go up to 5 minutes though.

(EDIT) Or base it off of Carrion Beetles!
11-28-2003, 07:43 PM#4
GreyArchon
You'll probably want a bigger amount of "beetles" (zombies) available to be summoned at a time, I bet. Make sure to crank the maximum number up. :P
11-28-2003, 07:58 PM#5
Vexorian
set the duration to 0
11-28-2003, 08:39 PM#6
Ligature
Interesting - that's handy, Vex, thanks for the tip!
11-28-2003, 09:27 PM#7
weaaddar
Carrion beatles may be more useful then skeleton.

Skeleton summoned are limited to 25 per player, while beatles are limited to a 16bit signed integer per each caster (Or near infinite for your uses.)

Also even if you change what it summons skeleton summons is still limited by the first unit field. Just like to tell ya.
11-28-2003, 09:48 PM#8
Kolibri
Yes as Vex said, set it to 0. Any spell with a duration of 0 will last forever, that includes roar.

To get a spell to disappair immediately set the duration to 0.01 .
11-28-2003, 10:45 PM#9
GreyArchon
Quote:
Originally posted by Kolibri
Yes as Vex said, set it to 0. Any spell with a duration of 0 will last forever, that includes roar.

To get a spell to disappair immediately set the duration to 0.01 .


That last one's used a lot in ENFO, right?
11-28-2003, 11:28 PM#10
weaaddar
You can ussually intercept the summon before it happens. So you can make an item a do anything, its much better then having it imedietly disapear as theres that little red lightening indicating a summons going/has happened..
11-30-2003, 04:58 PM#11
Trickster
How easy, and i still missed it. Well, works now. Thanks, all of ya.