| 05-15-2004, 01:53 PM | #1 |
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 |
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 |
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 |
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 |
Point for explanation, I have to go to work soon.
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| 05-17-2004, 12:15 AM | #6 |
The problem with using Priest Heal is that it cannot be cast upon fully healthy units. |
| 05-17-2004, 01:33 AM | #7 | |
Quote:
...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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
