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Dig U ****** Thing Dig!

05-21-2004, 11:40 PM#1
DLX-D4rK
hey dudes. i need some serious help with an ability that wont ******* work. i want a ghoul to burrow, HOWEVER, be able to move while underground. it will move much slower than once unburrowed, and cannot attack. It must also be able to have a 0 collision size to fit through stuff (like a row of blocking units)
This would actually work in 2 of my maps in progress. so... if anyone could give me some sort of short tutorial, man would i be greatful.


thx dudes :D
05-21-2004, 11:49 PM#2
Shimrra
One: Please watch your language.

Two: To do this ability, you need to create a dummy ability (one that does nothing) off an ability like Fan of Knives. Make sure any special buffs or damage are set to nothing. Then use this trigger to make the spell's effects:

Code:
Ghoul
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Burrow (Ghoul)
    Actions
        Unit - Replace (Casting unit) with a Ghoul (Burrowed) using The old unit's relative life and mana

What this does is say, when the ghoul uses the ability, replace it with a burrowed ghoul. The burrowed ghoul is whatever you want to use for the undergroung-ghoul's model. Create another ability like the first one, but call it Unburrow and give it to the underground ghoul model. When the unit casts this, do the inverse of the above and replace the burroed ghoul with the unburrowed ghoul.

For the burrowed ghoul unit, make it a flying unit with whatever your desired movement speed is and then give it zero for it's collision size. Make sure it's flying height is set to zero.
05-22-2004, 01:20 AM#3
johnfn
Quote:
Originally Posted by Shimrra
One: Please watch your language.

You cant really say this because he completely blocked out the words. Its better then most beginner (no offense) posts.

Shimrra basically covered all the bases, I guess Ill just mention that you could just use the trigger "turn off colision for unit". Other than that, good job.
05-22-2004, 02:22 AM#4
linkmaster23
John, don't make asumptions. Shimrra *'ed the foul language... not like you would notice. As you can see, he did a good job of it. Tricked you.
05-22-2004, 02:23 AM#5
Shimrra
Quote:
Originally Posted by johnfn
You cant really say this because he completely blocked out the words. Its better then most beginner (no offense) posts.

Actually, I censered them. They were there, but i removed them as they were inappropriate.
05-22-2004, 03:26 AM#6
Pyrus
Quote:
Originally Posted by johnfn
Shimrra basically covered all the bases, I guess Ill just mention that you could just use the trigger "turn off colision for unit". Other than that, good job.
Dont need to go through all that trouble. Set the collision size of the burrowed unit to 0.
05-22-2004, 11:04 AM#7
johnfn
Quote:
Originally Posted by Shimrra
Actually, I censered them. They were there, but i removed them as they were inappropriate.
Ah, I see. N/m then.

Pyrus: It actually isnt that hard, its just 1 trigger and one unit to set. I would actually think setting the colision size to 0 might take a little longer... Of course in the time you think about all that you could have just done one of the two.
05-22-2004, 07:05 PM#8
DLX-D4rK
I appologies for the wording i used in my post... :\ I did not swear in either instances of the *'ing, however. I said a certain term used in slang for... that certain obscene term (lol). I am a smarter person for it and now know that I cannot use these terms.

Anyhow... thx for the very quick responses. Shimrra, thx for the great steps for this its comming along nicely. I do have one problem however that I ran into before without using triggers, but rather metamophasis. The burrowed crypt fiend and crypt fiend animations models are bundled together. So, as a result, I end up with a crypt fiend, instead of a burrowed one. Any ideas?

Once again, my appologies. Thank you to all who have responded; lots of help :D I am very greatful.
05-22-2004, 07:18 PM#9
35263526
Forgive me if I'm wrong, but wouldn't it be simpler to use a modified Alternate Form ability (such as Bear Form) instead of triggering it? I'm not aware of any issues that such abilities would have with what you wanted, and although a single spell trigger won't cause any problems, it's generally better not to trigger unless it's necessary.

Also, if you do go down the triggered route, I recommend you use a modified Channel as your base ability.

I think the problem you're experiencing is that one of the Crypt Fiend's forms is an Alternate set of animations. To use the alternate animations, find the 'Art - Required Animation Names' field in the Unit Editor and set it to Alternate.

Oh, and Linkmaster, stop flaming. It's really very unbecoming of a staff member.
05-22-2004, 07:28 PM#10
johnfn
The wording of the question is a bit strange. But if I know what you are talking about, then why dont you make another unit, based off of anything really (but ideally a spider so you have the profile animation) and just remove the model, so you just have a shadow. Then metamorph into this shadow. That should look pretty convincing.

P.S.
Quote:
Originally Posted by linkmaster23
...not like you would notice
Thanks a lot. Mods arent allowed to flame, so i recommend you stop.
05-22-2004, 08:29 PM#11
DLX-D4rK
hey thx guys 4 everything. The animation string for "alternate" solved half my problem. (thx 35263526) You see, when the ghool burrows, everything is peachy, and looks OK. However, when i select move, it reverts to its crypt fiend animation to move, it then turns back to a burrowed crypt fiend when it stops. Is there a way to make it look like a burrowed crypt fiend all of the time?

Thx again guys :D
05-22-2004, 08:53 PM#12
Cubasis
DLX-D4rK, sadly, the only solution for that that I can think of at the moment is model-editing. In fact, it doesn't need to be that complex of a model-editing, and could even be done by just .mdl editing. However, I can't really give out the exact steps to do, as it's pretty complicated.

Guys, Linkmaster was mainly trying to fix the confusion about the bad-language (although with a un-needed flame/bash). However, in the future Shimrra, it's generally best to signature at the end of a edited post with small, Italic font: "Edited by <name>", and if it's important, mention slightly what you edited.

~Cubasis
05-22-2004, 09:15 PM#13
orcmasta
Don't you juts gotta give the unit default abilty burrow?
05-22-2004, 09:29 PM#14
35263526
I did a quick MDL editing to fix your Walk animation issue.
Just use the attached model instead of the Crypt-Fiend's standard model.
05-22-2004, 10:38 PM#15
darklord_avalon
hey I made it work, ish,,
now what I did was made a sutom burrow, called diggin ghoul
then I created two custom units a custom ghoul and a custom burrowed carrion beattle.
I made the ability point at the custom ghoul as original and the custom carrion as the burrowed.
then gave both the custom units the abilities
so far I cant make it move undergound. it looks funny cause when i click move it comes out of ground looks like carrion then goes back under then when I click unburrow it appears as the carrion then becomes the ghoul again...