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Impossible Trigger? HELP

02-21-2004, 09:32 PM#1
Ziggurat5
ok i know there have been many threads concerning jumping triggers in here. and i followed the instructions to the letter.
i used a dummy spell, and it replaces the unit with a flying unit, changing its height. the problem is that when the jump is over i cant replace the unit back to its original, since the unit that was jumping in the first place was a hero. how am i supposed to replace the temporary flying unit with my original hero?
is that possible?
and if not then how can i work around that?

please help
02-21-2004, 10:43 PM#2
neenja
I dont fully understand the problem. Could you go around it by hiding the hero, and creating the jumping unit, then destroying the jumping unit and unhiding the hero?
02-21-2004, 10:46 PM#3
Shimrra
Like neenja said, hide the Hero. Instead of removing the caster, just hide him\her. When the dummy unit gets to the end point, instantly move the caster to the point, and then unhide him\her.
02-21-2004, 11:03 PM#4
Ziggurat5
ok ill try that thank you
02-21-2004, 11:28 PM#5
Anitarf
You can also try replacing your hero with the metamorphosis spell, have the alternate unit have the same stats and abilities, the only difference being flying.When the timer runs out, the unit becomes your original hero again.
02-22-2004, 12:27 AM#6
sniper1006
Quote:
Originally posted by Anitar
You can also try replacing your hero with the metamorphosis spell, have the alternate unit have the same stats and abilities, the only difference being flying.When the timer runs out, the unit becomes your original hero again.


That wont make him "Jump" that will just make a unit look like its flying. If you use storm crow form it will work. Just make a trigger saying when a unit uses storm crow make unit use the alternate form. That will make the unit look like its jumping and its a rather simple trigger. Sorry i didnt eleborate on the spell and the trigger but you should understand...i think.
02-22-2004, 08:45 AM#7
BLINDPIANOTUNA
ahh yea these suggestions are all good and well but... try this (not exact but itll do)

Events: unit casts spell

Conditions: Spell is Jump

Actions: set unit (triggering unit) flying hight to something

Wait however long

Set unit flying hight to 0

wasnt that ez