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Question about a unit/projectile/ability trigger...

06-08-2004, 06:57 PM#1
MrPickles
I am making a footman map (from scratch, no lie) and I would like to know how you might go about making an upgrade that would give (ranged) units "explosive shells", meaning that the "shells" would explode on impact, and leave behind a little fire. (that would burn units over time(that (stood in/touched/walked through) the fire), sorta like drunken haze + breath of fire.) Also, further upgrade(s) would allow for a poisonous mist (with "time release" poison damage) to be left behind for a few seconds, and another to have a the same poison damage plus a slow effect. This would happen for/with EACH ranged unit with this upgrade.
Help is greatly appreacited. (<=sorry about spelling ;) )
Thank you for your time. (whoever is reading this.)
06-08-2004, 07:55 PM#2
johnfn
Hmmmmm. I thnk what you need to do would be something like this:

Events
A unit is issued an order targeting a unit
Conditons
Ordered unit equal to [Your unit]
Actions
Wait [How long it takes for the projectile to get there]
Create 1 [Burn Spot] at Position of order for Neutral Passive


Then all you need to do is write the trigger for burning units. Other effects could also be created this way.
06-08-2004, 08:06 PM#3
Luther
Doesn't the meat wagon disease cloud ability do the first two exactly? I'm not sure about the slow one though.
06-08-2004, 08:09 PM#4
MrPickles
I was really stuck there for a second. Then I could put an immolation effect on the smoke spot, and make it an invisible ward, with a temporary existance. Oh I'm sure I could work something out...I might be able to make an ability/aura effect that would slow ememies down around the "smoke stain".
Thanks you guys!
06-08-2004, 10:04 PM#5
Porsche911R
Can you try giving your ranged units the demolisher's "burning oil" ability?