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Canceling Wind Walk

10-11-2004, 03:31 AM#1
sneb
Ok so I need to get it so if a certain varible is equal to true a player wont be able to cast Wind Walk, but the problem is aperently useing Unit - Order unit to Stop doesnt interupt casting Wind Walk. I was almost positive there was a cancel issued order somewere but I cant find it, and nothing else a try will stop the casting of the spell.

Anybody know how to stop Wind Walk from casting without useing silence or the disable ability trigger?
10-11-2004, 03:33 AM#2
-={tWiStÄr}=-
have a trigger that fires when a unit is issued order with no target. then have it display the order as text. then turn on windwalk and disable it and see what it says.
10-11-2004, 03:37 AM#3
JoSanchez55
In gameplay constants theres "Gameplay - Can Deactivate Windwalk" Maybe if you set that to true you can pick up when the unit activates the ability, then immediatly deativate it via triggering orders.

Or perhaps the trigger action Unit - Remove Specific Buff (Being windwalk) would work.

I have not tried either of these but you can see if they work.
10-11-2004, 04:07 AM#4
Rafael Br
Windwalk can't be stoped by the "A unit is issued an order with no target" event, but this trigger will make almost like it has not been cast:
Code:
Events
    Unit - A unit Finishes casting an ability
Conditions
    (Ability being cast) Equal to Wind Walk
    (Your variable) Equal to True
Actions
    Unit - Remove Wind Walk buff from (Casting unit)
    Unit - Set mana of (Casting unit) to ((Mana of (Casting unit)) + (The windwalk mana cost)
The only problems, is that it will play the windwalk sound and will not reset it's cooldown.
Anyway, why don't you just disable windwalk for the player using the Player - Enable\Disable abillity instead of using a variable?
10-11-2004, 04:41 AM#5
sneb
Quote:
Anyway, why don't you just disable windwalk for the player using the Player - Enable\Disable abillity instead of using a variable?
The spell im making that i needed this for, I had invisioned on it randomly disabling 1 of the targeted units spells while still letting the player see they have the spell. And having it not look like it dissapear off the face of the earth while sending some text saying its disabled that the player wont read. ;)

Was hoping i wouldnt have to do something like that but o well thank you all for the help.

@JoSanchez55 the (NYI) after Gameplay - Can Deactivate Windwalk means Not Yet Implemented, a.k.a not working yet ;)
10-11-2004, 07:36 PM#6
Anitarf
This is untested and just a speculation, but couldn't you add a "engineering upgrade" based skill to the unit that replaces the working spell with a nonworking one (for example, one that requires a nonresearchable upgrade).