| 02-14-2004, 02:29 AM | #1 |
I've got a hero with an ability based from cleaving blow, and another based from envenomed weapons. Is it possible to apply the envenomed weapons effect to all targets being affected by cleaving blow? I thought about perhaps setting a trigger that checked the level of the ability, and then for each level it checked if the cleaving blow based ability was learned, if so it would apply the poison to every enemy unit within the range (of the ability). Can this be done? Post ideas :) -Huh |
| 02-14-2004, 02:32 AM | #2 |
i havent messed around in triggers lately, but when they get hit by the ability, u should be able to add the buff to the units affected. if not, have a unit with 1-1 damage launch spears at them. if they arnt detectable as hit by the ability, create an invisable plauge ward and rdit the buff to be like posion spears. i hope this helps. |
| 02-14-2004, 03:39 AM | #3 |
Actually the idea was to apply the envenomed weapons based ability to teh targets. Applying the buff via triggers wont actually affect the units, it will just apply art. I want to actually apply the effect that goes with the art, which is reduced attack speed and damage over time. Can I do this .. anyone? |
| 02-14-2004, 04:02 AM | #4 |
have a unit fire an invisable projectile with the enviormentated abilitys within all units off say 66 of a unti attacked by the hero :P |
| 02-14-2004, 04:04 AM | #5 |
hmm, im not too familar with setting up invisible units to apply spell functions. which invisibility setting do i use so no player can see the invis unit? |
| 02-14-2004, 04:17 AM | #6 |
make a buldign with MASS range, set pating to blank, set the ground texture to none, set the model file to a space ( ). make it neutral passive and a peon type unti so it wont auto aquite targets. YW. |
| 02-14-2004, 04:20 AM | #7 |
But wouldn't I need several of these invisible units? The ability I want it to mimic is based from cleaving blow, which can attack several units at once (its got good range so it can attack around a dozen or more units at the same time) so the invis unit would need to be able to attack all of them simultaneously... |
| 02-14-2004, 04:35 AM | #8 |
ok, make it a flying unti not a bulding, for eatch unti withing blah of attacked unit, spawn 01 unit and have it attack (make its cooldown OUTRAGIUS) then kill (not remove , kill) it. thats the basic idea of it, its not THAT easy bull ull find a way. or u could modify cripples buffart n have a unti cast that on em. |
| 02-14-2004, 01:38 PM | #9 |
Just as a little addition, don't bother creating seperate casters for each target, just set the Casting Backswing Point to 0 on the invisible caster, and order it to cast on each unit. Spam-casting works very well. Oh, and explode the unit when you're done, thats currently the best way to get rid of units without causing memory problems. |
| 02-14-2004, 02:09 PM | #10 |
What exactly is casting backswing point? |
| 02-14-2004, 02:23 PM | #11 |
It is an Art - field. Basically it governs how long the wait is before a unit begins casting a spell after it has been order to. So its basically the speed of the Spell animation. |
| 02-14-2004, 08:29 PM | #12 | |
Quote:
The best thing would be to give the unit to neutral passive, hide it, and save it in a unit groupt to use it later. |
| 02-15-2004, 12:39 AM | #13 |
Thanks for all the input guys, I hope I have enough triggering skill to put it all together. I'm currently working on another hero atm but soon as I'm done building some skills I'm going to go back and try to impliment the envenomed weapons effect to each target of the cleaving blow based ability. This is a hero siege map and having crazy overpowered abilities is part of the fun because the waves are f**king nut ^_^ |
