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How would I create these custom abilities?

05-25-2004, 03:05 AM#1
DestintheValian
Hey there, I'm part of one of an old mod group transitioning to WarCraft III from StarCraft, so I've spent the past couple weeks putting together a test map using WorldEdit where we can create and test new abilities for our units not possible in StarCraft. However, I'm stuck on three abilies and can't figure out how to implement them:

1. Each of our three main races has a buildable transport, each with a different cargo capacity and capabilities (one can attack, and another can attack with a spell). The only problem is that when the transport dies, unless it's over deep water the passengers survive. I'm confused why there's a "Cargo Hold Death" ability, yet when the transport dies, the contents still survive. Does anyone know how to change this so transported units die upon the death of the transport?

2. The move to WC3 from StarCraft is finally giving our Simulagent the opportunity to be useful, now that we aren't stuck with stock SC abilities. So now we have a unit that can go from being an attacking ground unit (with spells) to an etherial air unit (without spells), with the capability to capture buildings (modified channeling possession) and heal nearby units (modified/nerfed Tranquility). However, there's another ability we think might be unique and useful with this unit, but I can't see how to properly implement it: the idea is that the Simulagent is primarily a stealth unit, so although it can fly into an enemy base, the local base defenses instantly go after it and ruin the whole "stealth" idea. Instead, I'd like to give the Simulagent a spell that temporarily makes it similar to the mechanical critter, in that it can become a unit enemy units will ignore unless the enemy player notices it and manually tells his units to attack. I've tried modifying polymorph, but the enemy units still attack the sheep, and "Mechanical Critter" is not a unit state but a summoning spell. Can anyone shed a light on this?

3. Finally, I'd like to have a spell similar to the Wraith Cloaking spell from StarCraft to function as "Shadow Masking" for our Shadow Fighters and Cyclones. Unfortunately, the WarCraft III Invisibility wears off if your unit actually attacks another unit. And Permanent Invisibility isn't a triggered spell. I've tried modifying Immolation so it triggers invisibility instead, but that doesn't seem to work. Does anyone know a means to get this effect?

Thanks for your assistance* Once these abilities are in place, the units themselves are basically ready for duty as soon as they have models.
05-26-2004, 05:56 AM#2
TGhost
im sry but i cant find a way to do spell 1 and 2 so PLZ dont kill me for that ^_^ lol i know you wont but well here is number 3 but well why cant you use permenant invisibility it is a spell so try to use that or else here is my solution:
make immolotain or whatever the name is and then make it to whatever the spell should be named the information but remove the damage and such things then make a trigger like this:

Cloaking Field Start
Events
Unit - A unit owned by Player 1 (Red) Begins casting an ability
Conditions
(Ability being cast) Equal to Cloaking Field
Actions
Unit - Add Permanent Invisibility to (Triggering unit)

now this tells the game to make the unit invisible when you cast the ability Cloaking Field (wich is an edited immolotion or whatever it is called)
ok now we have to make the unit visible when it stops the ability cloaking field:

Cloaking Field Stop
Events
Unit - A unit owned by Player 1 (Red) Stops casting an ability
Conditions
(Ability being cast) Equal to Cloaking Field
Actions
Unit - Remove Permanent Invisibility from (Triggering unit)

so now you should have a spell that costs 5 mana per second and then aslong as it is on you are invisible now test it and if done correctly then it should work else tell me and i will try to find out whats wrong :D