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Cast custom spell

10-14-2004, 06:46 PM#1
Unknown6
Code:
Events
[color=Blue]Unit - A unit Begins casting an ability
i did the following code:


Conditions
[color=Blue](Ability being cast) Equal to Impale[/color]
Actions
[color=Blue]Unit - Order (Casting unit) to Undead Crypt Lord - Impale ((Center of (Playable map area)) offset by 3000.00 towards (Facing of (Casting unit)) degrees)[/color]

well.. impale must be a custom ability. but doesn't appear in Actions!!!
i saw the answer before, but it seems that expired! i can't find the thread.

in my mod, you use an ability (his unique magical thing is his name) and then, by trigger, your unit casts a custom ability (targeting a point).

any help!? c ya.[/color]
10-14-2004, 07:13 PM#2
AFB-DieHard
If it's a custom ability it won't be in the list. Just select the base spell(i.e. if you have a custom spell based off impale select imaple)
10-14-2004, 07:53 PM#3
Unknown6
Quote:
Originally Posted by AFB-DieHard
If it's a custom ability it won't be in the list. Just select the base spell(i.e. if you have a custom spell based off impale select imaple)

if exists both abilities? which will cast?
you sure?
10-14-2004, 08:01 PM#4
xGT4x
Both since you can't give a hero two abilities with the same base ability without making him cast both at once when you order one!
10-14-2004, 08:14 PM#5
Unknown6
i need that, when i click an ability, it activates Impale toward a point.

let's imagine that CastSpell is an spell that doesn't harm or cast something

Code:
Actions
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to CastSpell
Actions
Unit - Order (Casting unit) to Undead Crypt Lord - Impale (A Point/somewhere)

what is the suitable way to do that?
That unit needs both abilities: CastSpell and Impale. But player would be able to use it!. And if i remove CastSpell and allow the player be able to cast Impale as the activator, we'll find the following problem. He'll be asked to select a point to cast the spell. mmmh. i'll see.

c ya
10-15-2004, 04:29 AM#6
Rafael Br
The CastSpell thing will work if the CastSpell is not based on Impale, use any other spell.
10-15-2004, 06:10 AM#7
th15
As above, but you'll have to spawn a dummy unit to cast the actual impale.
10-15-2004, 11:17 PM#8
Unknown6
i'll see. thanks
10-15-2004, 11:55 PM#9
Unknown6

i still need that players can't use an ability. they'll use it later, by trigger. player can't use it. how!!!
10-16-2004, 01:53 AM#10
th15
... Use the following, you'll have to mkae an invisible unit that has a impale ability first and another ability that has no actual effect (like roar with no bonus).
Code:
Event:
Unit starts the effect of a spell

Condition:
Ability being cast = DummyRoar

Actions:
Create 1 ImpaleCaster at position of casting unit
Order last created unit to impale <position of casting unit offset by 3000 towards <facing angle of casting unit>>
Apply expiration timer to last created unit of 2 seconds
10-16-2004, 03:23 AM#11
Unknown6

yeap, sure... it should work.
but i prefer setting available and unavailable the ability.

never mind, i'll do it by my own. c ya