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Custom abilities: need help!

07-17-2004, 10:01 AM#1
Arcoss
Im trying to make a custom of "sacrifice (sacrificial pit)" so it spawns things other than shades... how do i do it?
07-17-2004, 10:25 AM#2
th15
Sacrifice requires the unit to be sacrificed to have the ability and the building to have the ability.
07-17-2004, 03:01 PM#3
Rafael Br
First try this:
Event-finishes training a unit
Condition-unit type-trained unit-shade
Action-replace trained unit whit(your unit) using the new unit stats.
I don't know if the sacrifice triggers the "finishes training a unit" event, if it does not work...
You can do this:
reduce the shade training time to 0.01, and give it no model, soundfile,etc.Also set it's hitpoint regeneration to -350 or another high number, so it will die instantly.
Then make the unit that you wish to be trained on the sacrifice, and let the pit have that unit on the training stats of it, go on the player propreties and make that unit disabled for all players, finnaly do this trigger:
Event-Unit - A unit Finishes casting an ability
(Ability being cast) Equal to Sacrifice (Acolyte)
Actions-Player - Make (your unit) Available for training/construction by (Owner of (Casting unit))
Unit-order targeted unit of abillity beign cast to train(your unit).
Do another one:
Event-finishes training a unit
Condition-unit type-trained unit-(your unit)
Action--Player - Make (your unit) Unavailable for training/construction by (Owner of (Training Unit)).
You will have to make another trigger also using the abillity of the sacrificial pit, and ordering the casting unit to train the unit instead.
07-18-2004, 01:11 AM#4
Arcoss
Soz... im confused , could someone just make whatever i need to spawn one for an infernal, one for a doom guard, one for a voidwalker and one for a fel stalker so i can import the abilities (if you can do this?) and just say im incolent fool if you cant do this... lol...
07-18-2004, 08:17 AM#5
TheBlackMage01
ehe.... people will never do something just for you, I mean, whats in it for them? You have a perfectly good idea above. Just work with it. Things take time, like life...
07-18-2004, 11:12 AM#6
Dsaber
Alright, I just tried it and I think this works.

Event - Unit starts the effect of an ability

Condition - Ability Being Cast equal to *Acolyte Sacrifice

Action - Replace Casting Unit with Inferno using The new unit's max life and mana.

the * can basically be any ability, so just make a couple of duds in your Ability editor and this should be read to go. Also change Inferno to whatever unit you want. I hope this helps.