| 07-04-2004, 02:22 PM | #1 |
is there anyway to make freezing breath so that I can click on it and target a building. It would consume mana and everything. I set it to a hero ability, but it will not allow me to click and target. It instead auto casts when I attack a building. |
| 07-04-2004, 02:26 PM | #2 |
Create an ability that does absolutely nothing and can only target buildings. Give it the appearance that you want. Then create a unit with no model and no shadow. Give an attack that does 0 damage and make sure it has Freezing Breath. (Note that Freezing Breath requires an upgrade, so you will need to create a new Freezing Breath, removing the Techtree requirements.) Then create a trigger that says when the ability is cast to create the dummy caster at the caster's location , give it a 5 second timed life, and order it to attack the building. |
| 07-04-2004, 02:49 PM | #3 |
Thanks alot man! I will try that right now. |
| 07-04-2004, 04:22 PM | #4 |
Also you could try using the triggers to instead add a freezing buff to the attacked building. Event: Unit begins casting a spell. Condition: Spell is equal to X(your spell name) Action: Add BUFF to target of cast spell. |
| 07-04-2004, 05:04 PM | #5 |
Buffs don't do anything. They are just there for show and for detecting things. You can't add the 'state' frozen to a unit but you can add the buff, which will make a nice little icon appear but the unit wont be frozen. |
| 07-04-2004, 05:37 PM | #6 |
How would I make a unit not have a model file? |
| 07-04-2004, 05:40 PM | #7 |
Just give it the model "Zone indicator" (it's under units). I use it when I wish to have a unit that cannot be seen. |
| 07-04-2004, 06:00 PM | #8 |
Everyone has been very helpful and I have it working wonderfully. Now here is another question. I now am able to target buildings using Freezing Breath with the methods described above. What would be the easiest way for me to apply levels to this skill. So say I want 4 levels for this skill, how would I be able to replace the level 1 spell with the level 2 spell? I would think that I would need 4 diff versions of the spell. 4 diff abilities for the hero, 4 diff freezing breath abilities for the unit casting it and 4 diff units to adjust the damage. But how would I get so that when I level up I can select the level 2 version of the spell? |
| 07-04-2004, 06:28 PM | #9 |
OK now I am starting to get a headache. I added an if/then/else statement that reads as follows: Code:
Events - A unit learns a skill Actions - If Learned Hero Skill = tower freeze 2 then remove tower freeze 1 from triggering unit AND add tower freeze 2 to triggering unit. There are several problems with this though. I have to have tower freeze 2 as a learnable skill in the units abilities. Is there a way that when I learn Tower Freeze 1, the next time I level up the tower freeze 1 icon will go away and Tower Freeze 2 will be there? Then when I gain anther skill Tower Freeze 2 Icon will be gone and Tower Freeze 3 will be there. I am almost there - any help is very much appreciated. |
| 07-04-2004, 08:00 PM | #10 |
I would make four different freezing breaths, each being a different level. Then try something like this: Code:
Events:
Map Initialization
Conditions:
Actions:
Set FB[1] = Freezing Breath (Level 1)
Set FB[2] = Freezing Breath (Level 2)
Set FB[3] = Freezing Breath (Level 3)
Set FB[4] = Freezing Breath (Level 4)Code:
Events:
A unit begins casting an ability
Conditions:
Ability equal to Freezing Breath (Hero)
Actions:
Create 1 DummyCaster at location of (Casting unit) for Owner of (Casting unit)
Add FB[(Level of Frost Breath (Hero) for Casting unit)] to Last created unit
Add a 5 second generic timer to Last created unit
Order Last created unit to attack once Target of ability being castFB[] is an ability array. |
| 07-04-2004, 09:24 PM | #11 |
your making it WAY TO HARD ON YOURSELF lol all you gota do is edit stormbolt change the effect to ice effect |
| 07-04-2004, 09:40 PM | #12 |
Editing stormbolt and expecting it to work as you want is harder and freezing breath actually has much more different effects than stun, like not being able to be repaired and that stuff |
| 07-05-2004, 03:38 PM | #13 |
OK well after much trial and tibulation the solution turned out to be a very easy one. It took some digging but this is what I came up with: Code:
Event - Unit Begins Casting an Ability Condition - Ability being cast = to Tower Freeze Actions - If (Level of Tower freeze for triggering unit) = 1 Then Create 1 Freezing BreathL1 for triggering unit Add a 5.00 second generic timer Order Last created unit to attack target unit of ability being cast Else If (Level of Tower freeze for triggering unit) = 2 Then Create 1 Freezing BreathL2 for triggering unit Add a 5.00 second generic timer Order Last created unit to attack target unit of ability being cast Else An incredibly simple solution made complicated due to me not knowing you could check an abilities skill level. I have a dummy spell named tower freeze (base of frost nova) with unique stats removed. It has 4 levels. Then I made a Dummy spell named Freezing breath with all the stats staying as is with the exception of the Tech Tree Requirements. I gave the hero the Tower Freeze ability. I then made 4 dummy units adjusting each of their damage amounts and so forth based on their level. I gave them all the Dummy Spell Freezing Breath. So the units stats is acutally what controls the amount of damage made to a structure and not the ability itself. So for future reference for anyone you can check levels of abilities. |
| 07-07-2004, 03:12 AM | #14 | |
Quote:
Then you could use triggers to add the freezingbreath buff animation to the target then use a wait action, then use "remove last created special effect". Also be sure to include "Unit- Pause Unit". |
