| 01-06-2004, 07:42 PM | #1 |
Alright, here's the lowdown folks. The ability called Snare is an ability thought up by a friend who I told I'd make for him. Essentially what Snare does is allow up to a maximum of three mines (invisible goblin mine custom unit, if a fourth is placed, the first disappears and the new one is placed, etc...) and when the enemy units come within activation range, will set off. Then every unit within the radius for whatever level of the ability will get ensnared (meaning no moving, but able to attack/use spells), and will take 10 damage per second for the duration of the ability for whatever level it is. I started off by deciding I'd have to custom trigger all of it since Stasis Ward wouldn't accomplish the Damage per second and stuns. Therefore I first setup a counter to make sure there were no more than three mines, and three sets of variables for each mine circumstance (As they could occur anywhere, no timed life on the mines). Initially I just wanted to use regions and follow the event for if a unit enters regions. Realizing that if the region moved (as it would) that you could not use the aforementioned events, I decided instead to turn on a periodic trigger that would check if a unit controlled by the enemy of the hero, that was not a building and alive, was in activation range of the mine every second. Then it would turn on another trigger which would make the invisible units which would do the easy throwing ensnares on all those in the area, and another one to shoot off the shadow strike for the damage per second. A last trigger was made to remove all the bothersome invisible units (I could put them as negative regen'ing units, but I havent found a way around not hearing the death scream of whatever model they are using... so I simply remove them afterwards with a map wide unit group picking matching the unit-type of my invisible units). The problem occurs that its simply not activating, and not doing the special affect to let me know that its activated. I've no clue why this will not work and have made a few attempts at it. I'm not finished attempting to fix it to work, but any input would be appreciated. I've been doing triggering now for alot of people on the Tides of Blood forums and might be doing some on the actual game, and I haven't had a problem where I needed to seek other help. But this has stumped me thus far. Thanks in advance. |
| 01-06-2004, 09:59 PM | #2 |
Wrong forum, but here's what I think you should do: Give the mines Slow Orb with 100% chance to cast aerial shackles and then give them an acquisition range of whatever you want + a 1 damage attack with very slow speed. It will stop them from attacking too, but it's much simpler than other alternatives.. |
| 01-07-2004, 08:46 PM | #3 |
The problem with the idea posted would be, the mines don't have a duration, so they'd stay out infinitely and I'd need the aforementioned method to check when they're in range to put some kinda timer as to when it would expire, etc... Anyone else know of a method for this problem? |
| 01-08-2004, 10:54 AM | #4 |
Either use a trigger to add a life timer, Use a summon skill to create them or give them negitive life regen. |
| 01-08-2004, 04:32 PM | #5 |
Make the mine have a 1 dmg attack. Give it the ensare ability then add this trigger Code:
Event: Unit is attacked Cond: Unit type of attacking unit = minethingy Action: Unitgroup pick every unit within 300 radius of attacking unit and do: Unit order attacking unit to Ensnare picked unit I have a mine that casts impale when its set off in one of my maps. Triggers are similar to this. This trigger may be slightly buggy though because sometimes the unit doesnt cast its spell if theres no wait action. The solution to that is to create invisible dummy units to cast the spell for the mine. Thats actually a better solution since that way the mine doesnt have an ensnare ability that shows up to the player. edited: Damn code tags messed up the width of this |
