| 02-01-2004, 06:26 PM | #1 |
ok i want a guy that can become inivisble, lay a mine, then run away and detonate the mine from a safe distance. if any one can tell me excatly how to do all this i will give them 300 points. i want the triggers, the units stats and all that stuff. and none of it can be items. just post a step by step incstructions on how to do it and i will send u the points. or email it to me [email protected] THanks, |
| 02-01-2004, 06:54 PM | #2 |
Just one question, this should this be an ability right? |
| 02-01-2004, 07:03 PM | #3 |
By invisible, do you mean literally, invisible as in invisible to all players, cannot be seen or invisible as in the Sorc spell invisible where he just turns translucent? |
| 02-01-2004, 07:24 PM | #4 |
invisible to every one but the player that controls the unit and i dont need the mine detonating thing any more and i also thougth about it and i dont need the invisiblity any more ither so i dont need help but thanks any way |
| 02-01-2004, 07:30 PM | #5 | |
i'll give u the general idea....i'll explain all abilities and variables i used in the end of the msg. ok, u need a unit, give it invisibility and LayMine ability. Lay mine Trigger E: unit is gived an order targeting a point C: ordered unit-type equals to demolition team C: Issued order equal to order[inferno] C: MineSet equals to False A:set DemolitionMan equals to ordered unit* A: set MineSet to True A:run MineArmedTrigger A: Remove LayMine from ordered unit* A: Add DetonateMine to ordered unit* A: turn on DetonateMine Trigger FailSafe laymine E: unit is gived an order targeting a point C: ordered unit-type equals to demolition team C: Issued order equal to order[inferno] C: MineSet equal to True A: Issue order with no point Order DemolitionMan to stop Detonate Mine Trigger: E: unit is gived an order with no target C:ordered unit-type equals to demolition team C:ordered unit equals to DemolitionMan* C:issued order equal to order[voodoo] C:MineArmed equals to True A:kill ArmedMine A:remove DetotaneMine from ordered unit* A: add LayMine to ordered unit* A:turn on LayMine trigger A:turn off this trigger A:Set MineSet equal to False A:Set MineArmed equal to False the * sign signifies the entry that u may or may not need, or that u can change to fit to your will...etc, if u want multiple bombs planted for one player, u should leave the ordered unit, but u'll need arrays too... u can use the DemolitionMan variable for each ordered unit* entry and vice-versa Mine Armed Trigger: A:unit is summoned C:summoning unit-type equal to demolition team C:summoning unit equal to DemolitonMan* C:summoned unit equal to Mine C:MineSet equals to True A:Set ArmedMine to Summoned unit A:Set MineArmed equal to True A:turn off LayMine Trigger Abilities: u'll need following abilities, the left name is the base skill, the right name is u'r name, i just used these as a reference Inferno - Lay Mine modify the range to 100, duration to 0(all durations), damage to 0, Unit summoned to Mine, Area of Effect to XXX (the mine blast radius) Voodoo - Detonate mine set everything to 0, clear the buffs Invisibility - invisibility modifi the targets to Self, duration to XXX(your invisibility duration) AOE damage upon Death (Big Mine) - Mine Explosion modify the Full Damage Amount to XXX(how much damage do u want it to do), Full Damage Radius to XXX(aprox, the third of the mine blast radius u want), Partial Damage amount to XXX (aprox the third of full damage), and Partial Damage Radius (your Mine blast radius) XXX is not the same number, it is a custom value that u will decide, and each has its description... Units: u need following units Mine - base it off the Goblin mine Abilities:Unknown(Aloc), Permanent Invisibility, Mine Explosion nothing has to be changed here Movement - Ward and change all movement values to 0 Demolition Team - base it off whatever u want Abilities: Invisibility, Lay Mine change the health, mana, movement speed or whatever else do u need to desired values, and u'r ready to go... these triggers are planned to be used with only 1 bomb at a time(slight modifications could change that), and it contains alot of failsafes... most likely these will work without any debugging, but since they are not tested, there may be some minor glitches... Variables : u'll need the following variables... DemolitionMan - unit, starting value None ArmedMine - unit, starting value none MineArmed - boolean, starting value False MineSet - boolean, starting value False i think that should be it...hope it helps, i don't need points, but i wouldn't mind if i got a few for all this writing..... Quote:
please don't tell me i wrote this for nothing :))))) oh well... i did my good deed for today :))) |
