| 02-06-2004, 07:54 AM | #1 |
Ok, I've been creating a morphomancer mage, that is a mage who is specialised in transforming matter. He has : -Hex. -Transformation ( Hex modified so that you can only use it on allied units and you temporarily turn them into a powerful unit that helps you.) -The Keeper of the Grove's Natural Evolution (is that the proper English name ?). -Summon an earth golem out of the ground. I've got two problems with the first two spells : -Whenever I cast Transformation on a friendly unit, it turns out in the unit I desired, but once summon time is out, it becomes the former unit again, but it keeps using the powerfull unit's model ! -I can target an enemy with Transformation, it will have the Hex effect. And if I cast Hex on a friendly unit (which I shouldn't be able to do), Hex will have the Transformation effect. Can you please help me ? |
| 02-08-2004, 05:39 AM | #2 |
It might be that the spell is hard coded. So you might not beable to do anything about it. |
| 02-08-2004, 08:12 PM | #3 |
What do you mean by "hard coded" ? I can actually modify the spell (and I have settled the problem about units keeping the model of the unit I turned them into after summon time is over), and it is working pretty well, but as soon as I have used the two spells, they begin to interact strangely, sort of fusing into one spell : I can cast the spell that turns my ennemies into sheep and the one that turns my friend into a powerfull beast with both spells. |
| 02-08-2004, 08:16 PM | #4 |
Hard coded means that some part of the spell behavior is programed outside of what can be changed with the ability editor. Most likely that relates to the problem you are having. I suggest remaking one of the 2 spells off of a different spell Ie Use the Hero Ability Hex for one, and the Hex(Neutral Hostile) or Polymorph for the other. I can't promise that will help but I suspect it will. |
| 02-08-2004, 08:41 PM | #5 |
Thanx, good idea, I'll try this |
