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units use mana as ammo?

05-15-2004, 01:53 PM#1
Crimsongg137
how do i make a ability for units to have an abilty that uses mana and when the mana is gone it cant attack anymore.. which abilty to use and wut should i do wit the attack opion? like attack 1 with zer0 damage ? idono plz help
05-15-2004, 02:32 PM#2
th15
Usually we give attack 1 0 damage with 1 1 dmg dice. Then we stick searing arrow to it.

There are better ways to do this.
05-16-2004, 01:52 AM#3
Crimsongg137
ok but the arrows just give damage bonus i dont want bonuses :( ill check them out if any1 finds 1 plz tell me
05-16-2004, 01:29 PM#4
qwertyui
I don't know how to make this work with "attack" command. It seems if a unit has a normal attack, there is no way to prevent him from auto-acquiring targets.

However, you may try to use a custom ability for this.

There is one spell which, when used manually on target, will get reused indefinitely on the same target until the target is no longer target-able. Its Priest Healing, when its not autocast.

Make Healing heal negative amount of hp and only target enemies. Then set its mana cost to whatever amount of mana you want it to cost. Then change icon and art and trigger the spell with all additional buffs and effects you need.

If i am right, you should get yourself a skill that uses mana for ammo, and does not have to be constantly clicked on after targeted on a unit.
And you can still keep the unit's normal attack for whatever else you wish :)
05-16-2004, 02:11 PM#5
Mr.Safety
Point for explanation, I have to go to work soon.
  • Make attacks 1 and 2 for the unit identicle.
  • Set "Attacks Enabled" to Attack 1 Only.
  • Set the targets for attack 1 to "None" and the targets for attack 2 to whatever you want the unit to be able to attack.
  • Give the unit an Orb ability that enables attack 2.
  • Every time the unit attacks use triggers to reduce his mana by 1.
  • If the unit has 0 mana use triggers to remove the orb ability from the unit.
  • When the unit has mana again, give it the orb ability back.
Just make sure the orb has absolutely no art. The only problem is you can no longer use orbs to allow melee heroes to attack air units. Other than this. A working way to use mana as ammo. Only attack 1 will show for the unit and if it's a hero it will properly display damage (so long as both attacks are identicle).
05-17-2004, 12:15 AM#6
Panto
The problem with using Priest Heal is that it cannot be cast upon fully healthy units.
05-17-2004, 01:33 AM#7
Voi
Quote:
Originally Posted by Panto
The problem with using Priest Heal is that it cannot be cast upon fully healthy units.

...and you don't get bounty if u kill a unit with priest heal...and armor doesnt protect.
05-17-2004, 01:36 AM#8
Mazuli
How about just ordering the unit to "stop" if it has no mana and tries to attack? You'd also have to add in a trigger to order the unit to "stop" when it reaches 0 mana and is still attacking.

EDIT: Oh yeah about the mana usage. Just make it so when a unit's attacked get rid of the mana. The unit getting attacked trigger works each hit.

For acquiring targets wouldn't setting the acquisition range to 0 cause them to not find units and attack them?

And of course if the unit is attacked (the one using mana arrows) you could just order them to stop (or to move a certain distance opposite direction of enemy?)
05-17-2004, 04:50 AM#9
th15
Mazuli has the right of it. You ca intercept attacks with triggers by ordering the unit to stop.

Changing acquisition range doesnt help because the unit will retain any target it had and still fire to max range. Lastly, even at acquisiton range 0, units sometimes attack if you get too close.
05-17-2004, 09:16 AM#10
Mazuli
Then when it runs out of mana could you order it to move to the position of itself (or position of itself +-1 x or y), thus removing the attacked unit from its targeting?
05-17-2004, 10:16 AM#11
th15
I have done some work using actions to stop attacks.

You can stop a unit from attacking another with the issue order to unit with no target action by telling it to simply stop. The attack animation won't even play.

However, if it is a an attack ground command/ground targeted attack, you will have to order the unit to move to its own position (no need for an offset, simply moving it to its position will cause it to align facing north and stop the attack command)

The difference here is the event used for the trigger. For unit targeted attacks you acn use the "unit is attacked" event and you can intercept an attack there using stop.

For ground targeted attacks youd have to use "unit is issued an order targeting a point" and check if the order issued = attack ground. These two events seem to go off at different times.
05-17-2004, 11:09 AM#12
qwertyui
Can't you use dummy units, like for custom AoE spells, to make heal take armor into account and give bounties on kill?

Heal then becomes a 0 damage placeholder for a dummy unit creation / single attack / destruction skill.
05-17-2004, 11:50 AM#13
Nirual
still you couldnt target enemies at full health, curse or the like would work better as dummy spell to trigger then, lets say, corruption bolts (these would even be universal, though it wouldnt count armor reducing)
05-17-2004, 06:43 PM#14
Crimsongg137
im gonna try to make a trigger for my map.. this map is based on a ww1 time based fighting so i thinking of making the damage of bullets high but them having like 5 bullers (5 mana) whne it runs out they can use a butt attack(smack the guy in the face wit his rifle(meele attack)) and same shit for tanks or armor trucks. so ill tell u if i fiqured it out
05-17-2004, 06:53 PM#15
Crimsongg137
attack
Events
Unit - A unit Is attacked
Conditions
((Triggering unit) is A Hero) Equal to False
Actions
If ((Triggering unit) Equal to (Attacked unit)) then do (Unit - Set mana of (Attacking unit) to 80.00%) else do (Do nothing)
-----------------------------------------------------------
hmm when i do this for my unit it only takes off 1 mana then stops
from 5/5 to 4/5 to 4/5