| 03-25-2004, 05:37 AM | #1 |
For each (Integer A) from "number" to "number", do (Actions) work? also how does "Unit - Order (Last created unit) to Night Elf Druid Of The Claw - Rejuvenation (Targeted unit)" or any other ability work? i mean it can't pick custom spells. I seen in triggers it says the same thing yet it does another ability? im guessing it has something to do with the Text - order string use/on but i think im wrong, sorry for the dumb questions im still kind of learning. And one more bit, how do you make a spell fast casting? i set the casting time to 0 but it still has to wait until the animation is over, but yet i seen in other people's maps they can interrupt the animation and cast spells like a mad man! Thanks in advance!! :) |
| 03-25-2004, 05:47 AM | #2 |
You just use the order for the ability is was based off, or the closest match. You can also use this trigger to learn the order for anything: Code:
Reveal Orders
Events
Unit - A unit Is issued an order targeting an object
Unit - A unit Is issued an order targeting a point
Unit - A unit Is issued an order with no target
Conditions
Actions
Game - Display to (All players) the text: (String((Issued order)))The casting time is to do with the units object editor settings, Animation - Cast Point and Animation - Cast Backswing. Setting Cast Point to 0 makes the unit cast immediately, setting the backswing to 0 means it has no animation after casting (but the post-casting animation can always be interupted so backswing isn't as important as cast point) Also some units, like the sorceress seem to have a built in cast delay, others like flying sheep and the warden hero don't. |
| 03-25-2004, 08:44 AM | #3 |
Thanks, got it :) but about the ability trigger, what there is more then one ability that it is based on? which one will it cast? |
| 03-25-2004, 09:02 AM | #4 |
It'll randomly/heuristically pick one that can be cast (ie isn't cooling down, and sufficent mana available), which pratically means you cannot use multiple abilities based off the same ability on the same unit. Solutions include: Adding the ability only when it needs to be cast and then removing it after it's cast (only applicable for abilities cast by triggers) Using simialler base abilities, like firebolt and stormbolt can both make identical stun+damage spells, blizzard and rain of fire are very simialler, their are many many summon abilities - summon prawns, summon water elemental, summon sea elemental... however some abilities are somewhat unique, like parasite or impale, and there are some suprises like Summon Misha being based of Spirit Wolves. Finally atleast two abilities can be given new Order Id's in the object editor, Channel and Spellbook. |
