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Help please: 'Locust Swarm' style pillage, range values stuck, and other things.

09-13-2004, 11:27 PM#1
Baron Crinkle
Well, once again I am at a point that I really need the help of you folks, as I can't seem to get past a couple things. Locust swarm based ability, I want to have a bunch of angry ghosts emerge from this hero, and when they deal damage I'd like them to kick in the pillage ability. However, I cannot seem to get them to return resources via this, as their 'damage' comes from the spell itself and not from the unit stats for the 'locust' unit. How can I get them to apply this upon contact with units, et cetera?

A big issue that has been plaguing me on multiple fronts is the apparent freezing of unit ranges-- I'll change a unit's range in the editor, and it will display and save correctly, but when the map itself is loaded the range defaults to the original range for said unit. In the case of units that formerly had a melee-ranged attack, which I've converted to ranged, they'll stick at, for example, 500, when I want to take them to 600 or 700, etc. I can't seem to get the changes I've made in the editor to replicate to the units when the map is running-- but this only seems to apply to a few units (one tower, one hero,e tc.) and seems to be random-- once it kicks in though, I've been unable to fix it short of recreating the unit from scratch, which is a real pain. Any insight on this?

Finally, an army upgrading system I'm using gives the hero an item very briefly then removes it in order to apply the upgrade to the army in question. Unfortunately, if their inventory is full this does not work. What's an easier way to work around this?

Thanks again for your help folks. You're lifesavers.
09-14-2004, 03:48 AM#2
Rafael Br
1 - You will have to set the damage to 0, then somehow detects the units that has been hit be locust swarm, then add the gold, I don't have any idea about wich event will detect, they don't even left a buff.
2 - That is really weird, it is a problem in your warcraft, try reinstaling it.
3 - Use a mercenary unit instead of an item, just change the trigger events and remove the sold unit.
EDIT: For your range problems, you could use an upgrade to increase their range if the problem pesist, just order an invisible unit to research it.
09-14-2004, 04:39 AM#3
Pheonix-IV
the problem with the ranges is really simple. See at the top theres a field called "Aquisition Range" thats the range that a unit will move of its own command to attack an enemy. If a unit has an aquisition range of 500 then it will attack any enemy that comes within 500. No unit can have an attack range greater than an aquisiton range, so you need to set the aquisition range to teh same or greater than your attack range.


For the pillage, create a trigger that goes off when a unit is attacked, it then checks that the attacking unit is one of your ghosts, and if it is then it adds a random number between 10 - 30 (or whatever) gold to the owner of the attacking unit.
09-14-2004, 06:19 AM#4
winma
or you could take the unit's gold value and convert it back so that it works exactly like pillage.
09-14-2004, 07:05 AM#5
Pheonix-IV
thats not how pillage works :P

Pillage takes a set % of the damage done to the unit and converts it into gold.