| 02-07-2004, 07:39 PM | #1 |
Is there ANY corpse-targeting-only ability in the game that: A) Is not autocast B) Does not automatically choose a corpse I'd love to create a corpse explosion spell that requires a target corpse, but everything I've tried does not work. Here's what I've tried: 1) Hero has a Sentry Ward based ability that summons a ward-type unit that casts a modified Raise Dead which summons a no-model unit with an AoE-damage-upon-death ability. A trigger checks when the ward-type unit enters the map, and orders it to 'Undead - Raise Dead.' The trigger also checks when the AoE-damage unit enters the map, and kills it; simulating a corpse explosion. This did not work, no units were summoned it seemed (the ward must have been summoned, however - it didn't cast any Raise Dead spell.) 2) Hero has a Sentry Ward based ability that summons a unit that is instantly removed via triggers. A trigger checks if there is a dead unit in the vicinity of the targeted spell area, and if there is, it "explodes" that unit and creates 2 special effects at its position (Thunderclap and Undead Explode Large). Then, if that is completed; the trigger picks all units near the previously picked unit and decreases their health. If there is no dead unit in the vicinity of the targeted spell area, then the spell cooldowns (there doesn't seem to be a "reset spell cooldown", only "reset spells cooldown") get reset, and the casting hero gets 100 mana - to simulate a failed casting. This, also, did not work. -- Any suggestions on how to do a required-corpse-for-target Corpse Explosion? Thanks! |
| 02-07-2004, 07:42 PM | #2 |
i tried thinking of that .but theres no way! :( |
| 02-07-2004, 07:46 PM | #3 |
man, u cannot target corpses...u can try that sentry ward thingy via the Serpent Ward, give the invisible caster 50 casting range, give it 1 sec duration....so if u cast it too far, your mana goes to waste, if u cast it on the right spot, then the trigger continues, no need saying that u will give only enough mana to the invisible caster so it can cast the explode corpses only once...(give it 50 mana, make the dummy raise dead cost 50 mana) E:unit is summoned C: summoning unit is necromancer C: summoned unit is corpse_exploder A: order last created unit to corpse explode (to autocast raise dead) A:wait 2 seconds <-EDIT A:remove last created unit E:unit is summoned C:summoning unit is corpse exploder C: summoned unit is Exploded Corpse a: kill last created unit A: remove last created unit from game that should do it....kinda :) base the Hero raise dead of serpent ward, cuz it just gives u the "crosshair" pointer, which is good for targeting corpses... EDIT: it didn't cast the raise dead because it got removed from the game before he could cast it.... |
| 02-07-2004, 07:59 PM | #4 |
Wasn't that what I already did, Shark? |
| 02-07-2004, 08:08 PM | #5 | |
no, u did not... Quote:
what i said was kinda simpler.... create an no-model serpent ward which has no attacs, Locust ability, DummyRaiseDead ability and 50 mana.... - corpse exploder create an no-model "skeleton" which has no attacks, locust ability, AOE on death ability... - Exploded Corpse the dummy raise dead has range of 50, cooldown of 10, mana cost of 50 AoE damage has your "radius" corpse explosion with your values when the serpent ward is summoned, order it to cast dummyraise dead, if it is summoned too far, it wont have the range, thus your spell goes to waste, if it is summoned on top of a corpse, it will raise the Exploded Corpse, which will die in a second, exploding and dealing damage... try this scheme with some ordinary units to see if they spawn etc, and then slowly progress with the changes, also add 5 second waits to see if they're doing their stuff, and lower the waits then....maybe your wait was too short ? also add a "game show text to all players" to each of the triggers to check if they fire.... |
| 02-07-2004, 08:32 PM | #6 |
I think the reason that the ward is not casting Raise Dead is because you don't have Raise Dead under Default Active Ability. Add Raise Dead to Default Active ability and when the ward is summoned, it will have autocast Raise Dead on. |
| 02-07-2004, 08:39 PM | #7 |
or just issue the order....the triggers i gave there should work....but they're not tested, they should provide a guildeline to follow.... |
| 02-07-2004, 10:23 PM | #8 | |
Quote:
That may just work! Thanks for the help all, I'll try both your suggestions. |
| 02-08-2004, 03:08 AM | #9 |
I've reworked my triggers so that only the AoE-Damage unit gets killed, the initially summoned unit (the one who has the modified raise dead ability) is no longer classified as a ward, and now has it's raise dead ability in it's Default Active Ability field... (he doesn't need the ability to be in his Default Active Ability field and his Abilities field, does he?) HOWEVER - the raise dead spell does NOT activate! WHAT IS WRONG? There is no "Order __ unit to Undead - Raise Dead", in my new triggers - but I'm assuming that since it's now his "Default Active Ability" (autocast), it should automatically work! But it doesn't! What's wrong? |
| 02-08-2004, 03:58 AM | #10 |
Hm. Well first, it does need to be in both Default Active and Regular. If you tried that and it still doesn't work, I don't have any idea why it's not autocasting... Every single unit that has an autocast ability has that ability in its Default Active Ability thing. Banshees have Curse in their DAA slot... but Necromancers don't have Raise Dead in their Default Active Ability slot, but that is of course because it's not meant to be initially auto-cast. However, judging from what I see in all the other units, Default Active Ability SHOULD make it autocast. (Just to make sure... you DID give it Maximum Mana and Initial Mana, right?) |
| 02-08-2004, 04:56 AM | #11 |
My custom Raise Dead ability doesn't need mana... so why give the unit any? |
| 02-08-2004, 12:21 PM | #12 |
i not sure why your's doesn't work, i had a spell almost exactly like yours and its working fine. I just added some effect as the level increase. Heres what i suggest, maybe the 'raise-dead' stats-Hero and stats-Units you give it some value, for like 0.01 sec instead of 0, so that there will be a time which it will cause cropse explosion. Not sure it will work though, it does for mine. Remember to give it cast range and area of effect for the 'summon', in order for it to enter the play area. |
| 02-08-2004, 12:28 PM | #13 |
if u need something done, issue the order thru Unit issue order [raisedead] or whatever it is (check the ability for that), and not thru active default abilityies.....cuz active default abilities only turns on the ORIGINAL spells, it never worked for any of my custom autocast abilities...not once, so by issuing the order, u know that it will be "done" :) did u do the text debuging thing that i suggested earlier ? to see what "stage" of the trigger doesnt fire ? |
