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Final Questoions: Getting Unit Purchase Trigger, Trigger Buff On Ability?

09-04-2004, 12:26 AM#1
shrimpchips
Sorry for spamming these forums, but hopefully what I learn here will help me teach other noobs like me how to solve the problems I'm having... anyway, I need help doing the following:

Getting an upgrade buy in trigger
I have 2 main trigger spawns: melee and ranged, which spawn on 4 outgoing paths. I need to have a player be able to upgrade these two spawns.

I know what to do, and thats just have varying levels of triggers for spawns with all but the inital one turned off, then have upgrades turn off the current triggers and turn on the next level ones! The problem is I don't know how to get "when unit buys upgradex" as a condition or event...

Trigger for "onhit" by specified ability?
Is there any way for a trigger to detect if a unit has been hit by a certain ability and act accordingly? Like lets say detecting if a hero has been hit by superdupershockwave and have the action be "loose x amount of mana etc etc"?

Temporary Buffs
I need to have some of my spells, when used, cast a buff on the triggering unit... I don't know how to do the buff part... adding ability is the closest thing I've found and it just adds a new skill to a hero: (i.e: herox casts death coil, trigger puts frost nova buff on him).

Trigger Detecting Skill Levels
I almost got this part down... but I need a way for my action to detect ability level... as someone told me: "- ((Unit - Level of (Ability being cast) for (Triggering unit) * 30)" but how do I get Level of ability being cast?

Creating Special Effects On Units
How do you target spell animations/special effects on units? Either permanently or temporarily like when an ability is used?

Automatic Hero Respawn At Region
How do you set it so that heroes automatically respawn (after they die) given a certain time equation relating to level at a specified region?




You've all be so helpful, any and all help on these questions is very appreciated,.

~Cheers
09-04-2004, 01:04 AM#2
BuRnInSpartan
if you mean you set a trigger to not be initally on then just do trigger turn on (w/e) trigger
09-04-2004, 02:00 AM#3
shrimpchips
Quote:
Originally Posted by BuRnInSpartan
if you mean you set a trigger to not be initally on then just do trigger turn on (w/e) trigger

.. yeah that was mt fiirst question... but I said I knew how to do that. I asked how you TARGET the upgrade/item/whateveryoubuy that initialized the trigger actions.
09-04-2004, 02:29 PM#4
Vexorian
Events:

A unit becomes revivable:

Conditions
Actions:

Wait (Arithmetic (hero level of (triggering unit) * 10.2) ) game time seconds
Hero - Instantly revive (triggering unit) at SpawnPoint(Player number of Owner of triggering unit) show effects
09-04-2004, 03:21 PM#5
CynicalYouth
Getting an upgrade buy in trigger

Try:Unit - A unit Finishes an upgrade
its under generic unit event

Trigger for "onhit" by specified ability?

For this one try unit casts ability superdupershockwave. Then use target of spell to refer to the unit it his and take away there mana.

Trigger Detecting Skill Levels

This is under integer so if your equation is working in reals you need to use convert integer to real to get the list of integer values then use
Unit - Level of Ability for Unit
09-05-2004, 12:35 AM#6
shrimpchips
Thanks a bunch for the skill level pointer :D


But the upgrade trigger still isn't working... what I have right now is:

Event: Unit - A unit Finishes an upgrade
Condition: (Researched tech-type) Equal to Upgrade Melee Attackers: Level 2
Action: Trigger - Turn off OrcMeleeSpawn1 <gen>
Trigger - Turn on OrcMeleeSpawn2 <gen>


My other problem, is: how do you make a building/unit that everyone can buy upgrades from? Because neutral doesn't work, and any other setting only allows one person to upgrade the attackers.


The Hero Revive also won't work:

Event: Unit - A unit Becomes revivable
Condition: ((Triggering player) is an ally of Player 11 (Dark Green)) Equal to True
Action: Wait ((Real((Level of (Revivable Hero)))) x 10.00) seconds
Hero - Instantly revive (Transporting unit) at (Center of HMNAttackOrcBase <gen>), Show revival graphics


To add, the setting hit units mana to 0 also won't work >_<, using:

Events: Unit - A unit Begins casting an ability
Condition:(Ability being cast) Equal to Pulse
Action: Unit - Set mana of (Targeted unit) to 0.00
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - ((Real((Level of Soulbleed for (Triggering unit)))) x 100.00))


-_-
09-05-2004, 06:35 AM#7
shrimpchips
sorry to forum spam (if im doing so -_-) but +1 bumpage for tonight, before I crash.
09-05-2004, 01:13 PM#8
CynicalYouth
Transporting unit is the problem with your revival trigger
09-05-2004, 01:43 PM#9
shrimpchips
Quote:
Originally Posted by CynicalYouth
Transporting unit is the problem with your revival trigger

What part of it?
09-06-2004, 12:58 AM#10
Valdez
Quote:
Originally Posted by shrimpchips
Event: Unit - A unit Becomes revivable
Condition: ((Triggering player) is an ally of Player 11 (Dark Green)) Equal to True
Action: Wait ((Real((Level of (Revivable Hero)))) x 10.00) seconds
Hero - Instantly revive (Transporting unit) at (Center of HMNAttackOrcBase <gen>), Show revival graphics

Well I'ma kinda new to map making but if I'm mistaken ^ that should look like this

Event-
A unit becomes revivable

Condition-
((Triggering Player) is an ally of Player 11 (Dark Green)) Equal to True

Action-
Wait ((Real((Level of (Revivable Hero)))) x 10.00) seconds
Hero - Instantly revive (Triggering Unit) at (Center of HMNAttackOrcBase <gen>), Show Revival Graphics
09-06-2004, 01:19 AM#11
shrimpchips
I can't believe I didn't see that I did'nt put triggering unit... the selection one below it and the one I intended to select... well maybe I should be surprised I am an idiot :/


Can anyone help me on the trigger turn off and on event? To me, that code looks like it should work... but doesn't >_<

Also, any word on making a building that can allow all allied players to buy upgrades from it?
10-11-2004, 06:59 PM#12
Valdez
Well u could make the upgrade building switch players when a unit comes within a specific range of it...or just do an easier way and make the upgrade building a "Neutral Passive" building and when a unit buys an item=whatever have it activate the upgrade..don't really have much of an item you could use..

as for first part I'm not sure what your getting at?